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НЕ FUTURE Oi INTERACTIVE АТТЫ UK EDITION MARCH 20083.50 ® | 





| 


Б NS 





БИНТ Лл CAST mi \YS TATION NUN". 





PS2 prepares for lift-off 
Exclusive: hottest new titles from Japan | 
and US plus online strategies revealed v 





Speedball 2100 


The Bitmap Brothers finally bounce back 


Nintendo talks Dolphin 


Wondersystem's first title unveiled | 








E. 


Previewed Power Stone 2 | The World Is Not Enough | Evergrace | Driving Emotion Type-S 
Reviewed Crazy Taxi | The Sims | Rollcage Stage II | Berserk | Mario Party 2 | Beetle Crazy Cup 





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ЕМТЕН THE FUTURE OF INTERACTIVE ENTERTAINMENT 


f someone offered you the opportunity to 
EX go and watch a football match on a Saturday 
afternoon, only with the pitch markings redrawn 
and the rules turned upside down, you'd be 
forgiven for returning to your pint of beer or the 
lawnmower. in the same way football aficionados 
balked at America's request to turn it from a game 
of two halves into one of four quarters (to allow 
for TV ad breaks) when the nation hosted the World 
Cup in 1994, fans do not take kindly to rules being 
tinkered with. No, rules exist for a purpose. And 
that's one of the chief reasons why videogames 
that attempt to invent new sports - future sports, 
as they like to be termed - so frequently, and 
spectacularly, crash and burn. 

But not Speedball Il, the Bitmap Brothers’ finest 
moment. Here was a game somehow capable of 
writing a new rule book that hundreds of thousands 
of 16bit computer gamers would come to learn, play 
by, and worship. But that was some ten years ago. 

In an industry groaning under the oppressive 
weight of franchises and sequels, perhaps the 
biggest surprise concerning Speedball II is that 
it's taken so long for the concept to be given 
another run out on the pitch. But this month one 
of Edge's correspondents became the first person 
outside of The Bitmaps to sample high-speed silver- 
ball sports action in its 2000 (or rather '2100") guise. 
The report on p34 should serve to ease the minds 
of those as anxious to see the developer's new 
work doing justice to the original as they are their 
favoured football team performing well in the cup. 

Speaking of cups, Edge is handing out its 
annual awards this month (see p54). If only there 
was a most-anticipated sequel category, there 
would surely be only one title in the running... 





Future ек 


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Edge recog 


Shen mue 36 The definitive story behind the spectacular illusion 
| that is the most ambitious Dreamcast game yet 


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| Media with Poon 


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Edge investigates whether 
© Future Publahing 2000 or not big equates to better 





THE SIMS 


CRAZY TAXI NOX 


ROLLCAGE STAGE Il 


BEETLE CRAZY CUP 


BERSERK 


MARIO PARTY 2 


PRESCREEN 12 


EA brings back Bond, Capcom unearths a 


new precious stone, Rare prepares for glory 


POWER STONE 2 (0 


PERFECT DARK !! 








m iD i Y ПІ И 


13 


65 "e stscreen 


7/5 Edge Moves 


four chance to be part of the videogame industry 


105 | Seve op 


116 Retroview 


| PixeiPertect, Ade _aness, senior designer a 


UK, recounts the Уз ot Stor War: 


as shackled to a butcher's shop 


118 ons · Ther e 


ЕН 


124 ViewPoint 


волети o) 


onses to Edge 


130 Next Month 





NEWS 


Cutting Edge. e 


The latest news from the world of interactive entertainment 





Edge 


Cutting | 


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EGRE. са 


| Mert ce Ll 


SQUARE UNVEILS ONLINE FUTURE А5 PS2 LAUNCH NEARS 


Japanese superpublisher turns fortunes to wide-ranging new Internet service, confirms three new Final Fantasy titles 





Open to both trade and public, 
Square's Millennium event in 
Yokohama attracted thousands 


Square CEO Tomoyuki Takechi headed up the Millennium 
conference, which sent noises through the game industry 


ЕЗ quareSoft has announced an ambitious and far 
reaching new service entitled Play Online, to be 


launched in Japan їп 2001. The network 15 expected to 





thar anything yet attempted by a videogame publisher. 
Гле project was made the star of the Square Millennium 
conference held in Yokohama, Japan. Stunned attendees 


heard how Play Online is being created to transform the 





Final Fantasy series into an Internet RPG. It will enable a 
Most attendees were keener to get a taste of 
FFIX than they were Square's online strategies 


three-titie transition — Final Fantasy ІХ, reieas sed on 





Playstation in Japan this summer, will бе the last pure y 
standalone RPG; Final Fantasy X and XI (due out In sornim 


and winter 2001 respectively) will be PlayStationz ANE 
optimised for the new Play Online service. 

And the plans for Play Online extend far beyond 
games. Full e-commerce facilities will allow users to browse 


virtual bookstores and records shops complete with 3D 


кесі гана М В he 1. қаш p ге ЕЗ 
merchandise. № will be possible to buy апа download music 


Play Online project director Sakaguchi Hironobu (above left) evangelised Square's network plans, while Motomiya Hiroshi 
(above centre), creator of legendary Japanese manga strip ‘Salaryman Kintaro, lent his weight to the ambitious initiative 





ма the service. There's even talk about live concerts being 
broadcast across the Play Online network. Comics апа 
news reports will be made available online, toa 

wo manga series, зат DUNK and Kintaro, nave already 
Deen confirmed. Play Online's prototype interface looks 
stunning = fully animated with а beguiling aquatic theme, 
simpler and prettier than most westem efforts. 

Foremost, the service 15 a skeleton to Support the 


па ен пи ee m, ‚аы = È ғ Ces! Carran на ја и чал! 
persistent online world that the Final Fantasy series will 


^ 


become – other games will follow via the system. Once you 
have logged on to Play Online, fellow gamers will be able to 
locate you througnout the network = ever IF you re not 
plaving a game. Instant messaging will enable Play Online 


Lh 


users to call up friends to join them in battle 


for fear of losing gamers to the other attractions of the Net 


This is Square's method of gaining from both aspects. 


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ccessible within Play Online. It will also look to bring the 
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facsimiles. Of the encounters Into sports games. They сошо 
cent match-ups on their own machines – 


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perhaps even changing the result for their favoured side 


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Other facilities provided Dy P oy MITE | ісінде chat 


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email, а calendar and a personal organiser. Given the rapid 


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for the service extend far beyond games. Full e-commerce will allow users 


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Square subsidiary DigiCube will handle e-distribution and e-commerce, which will expand the potential of 
Play Online beyond gaming and into the wider market, covering shopping, music, sport, and online comics, etc 





NEWS 








Debug PlayStation2 consoles 
powered a number of demos 
at the Millennium event 





EDGE 07 № 


МЕМ/5 


4 short movie previewed at the Square 
Millennium event gave а taste of what 
Square imagines gamers will be doing 
іп December 2001, А уоште Japanese 
boy and а girl switch on a PlayStationa, 
linked up to а 19-inch flat-screen TFT 
display. Play Online appears and they 
fire off a few emails before indulging 
in a spot of realtime chat. 

They elect to play Final Fantasy ХІ. 
The томе continues with the two 
young gamers in action. Enemies soon 
thwart progress through the һі-гез 3D 
Zeida-style world and the need for 
reinforcements becomes clear. The 
young girl phones a friend. Нв 15 near 
an Internet café, He loads up Ғіпа! 
Fantasy ХІ. Because tne Firral Fantasy 
Xi world 15 persistent and the friend 
saved his last game far from the other 
two players, he has no choice but to 
run to their assistance. In real time. 

While waiting, they amuse 
themselves with a few of the other 
facilities offered by Play Online. The giri 
is content to watch the latest sports 
news, The boy buys some music from 
Square's record shop, downloading it. 
He then reads a digital manga comic 
called ‘Siam Dunk’ which he buys 
{гот a Square newsagent. 

At last, the third player arrives at 
the rendezvous point. Above their 
heads ће sees speech bubbles which 
show their preoccupations: He knocks 
on their bodies to attract their 
attention and they quit to rejoin the 
game. Then the three go ОН to battle. 


4 05 EDGE 





While Square's Millennium celebrations gathered steam, several PS2 developments came to light, including a 
delay for Polyphony's GT2000 (top left) – the game will now ship] in Japan in the autumn. Meanwhile, Namco's 


Tekken Tag Tournament (top row, second) has been pushed bac 


from launch to March 30. 'Safer' options, 


such as О Story (above left), Stepping Stage (above, second), Fantavision (above, third), АП Star Professional 
Wrestling Ring (top, third) and Gekikokan Pro Baseball (top right) will happily make it for March 4, however. 


Most early PS2 titles will ship on CD-ROM, but titles such as Onimusha (а 


ove right) may use DVD's potential 





presentation of the merchandise itself 


Square has also teamed up with NTT Communications 
Corporation of the Nippon Telegraph and Telephone 
Corporation Group. Details of this partnership have yet 
to be revealed. Square may wish to have its own fast, 
broadband network distinct from the Internet, similar 


to that p ered by British Telecom $ Wireplay service 


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It might seem incredible to hear SquareSoft 
speak of Final Fantasy ХІ, Dut the roadmap 
actually reveals litte about the future game's 
content. And no significant new details have 
been confirmed about The Bouncer, Racing 
Emotion Type-S (see p24) or any of its other 
eagerly awalted PlayStation? titles. 


Final Fantasy ІХ (shown here) is another outing for the ЕРУШІ engine, but many 
gamers will be pleased to see the series return 10 its kawai roots with more fantasy-style 
graphics. The СО! movies are as stunning as ever, hinting at an aerial world embroiled іп 
dragon warfare. More details should come at the Tokyo Game Show this month. 

Square has said that Final Fantasy X will be set in a free-roaming, realtime 3D world. 
As in the рге-РАХ games, multiple characters in a team will be absorbed into the team 
leader's body and reappear for battles: Final Fantasy X will be compatible with Play 
Online's more basic networking features, Final Fantasy ХІ, subtitled Online Another 


that they are looking at online development, but Square's 
upcoming service remains unique and seems certain to 
enter into head-to-head competition with Sony's own 
proposed PlayStation? network 
In the west, proprietary networks such as MSN 
and AOL have eventually become portals to the internet, 
and this could be the inevitable route that game networks 
go in Japan. IF Square's model works, expect its unique — 


y^ т 


elements (see 'How it works) to be borrowed here. 1 == 


аса ta ch 2 “ 


the e system wil interface with devices such pa Palm pilot and mobiles, 
кеп саге of Dy DigiCub 


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World, will essentially be a fully online 





version of Final Fantasy X but with 
massive multiplayer capabilities and 
teaturing many of the creatures and 
characters from its previous tities. 

Square has also given a sneak glimpse 
of the upcoming ‘Final Fantasy’ movie. 
Looking somewhat akin to ‘The Matrix’, 
it Underscores Square's mastery of 
distinctive CG-generated animation. 





МЕМ/5 


DOLPHIN POISED ТО STEAL PS2 THUNDER? 


Is Nintendo planning 128bit hardware revelations as Sony readies for Japanese market? 


ІЗ peculation |6 growing that Nintendo will unvell its 
next-generation Dolphin hardware in the next few 


| г жаң» ға at ит г ған ا ا‎ атыз = » 

Weeks = 95 a Spoiler for the launch of Sony's PlayStation. 
"rta. дана | کر‎ а ug ess ү" dem, ums Lx Га Га Га Г РГ ДРИНА. ға 
Development sources in the US suggest Nintendo w 


full specifications for the new 
system's RAM, audio and storage capabilities. Тһе CPU 15 
DEINE Custom maue by IBM, with graphics chips designed 
Бу Silicon Valley-based ArtX and manufactured by NEC 
PlayStation2 goes on sale on March 4 in Japan, апа 
Nintendo could wait five days before revealing Dolphin at San 
Jose's Game Developer Conference – although it has no тва! 
presence reserved at the Sega-dominated event. More likely 
5 a big announcement at a special event on home turf, with 


romanced thro 


key industry figures 
5000 ( yrt | ТОГ th Z = МД, апа im trie 1 West. Retro * Stud 105 М 57. Left 
Field Studios, Миа? у Асса and Rare аге all Known to 


De working on Dolphin TUES Retro is concentrating оп 





development tools, Midway 15 understood to have as many 


as half a dozen titles in development, while Acclaim has Created using the developer's own SAGE middleware, Saffire is targeting PS2 as well as Dolphin. 
The shots on this page give an idea of what the developer believes Nintendo's console can do 


signed up to produce a launch title. LucasArts, meanwhile, 





has said it is in the process of evaluating the platform 
Nintendo has traditionally put software first, delaying "| don't like showing demos that are not games. Not to cast 
3unch of the №4 to finish Super Mario &4. It rarely pushes aspersions on Sony's ‘Ducky ina Bathtub’ which | thought 


; А { manum Тартар. П | z " 
misleading or rushed software on its audience, and Doiphin wi was really cute, but it doesn't say much about the system 
be no different. "1 don't like showing demos that are not games,” 


admits Ят Merrick, software engineering manager of Nintendo Nintendo and МЕС joint £ 1.8bn RAM and graphics 

US. "Not to cast aspersions an Sony's ‘Ducky in a Bathtub’, which fabrication facility is planned to be running by summer. Any 

i thought was really cute, but it doesn't tell you much about the delay їп finalising а strategy would point at the moribund 

system as a machine. I'd rather walt and show you a game." Japanese market, where a 20-year affair with conventional 
Despite the №64'5 decline as a credible gaming platform over games software seems to have ended 

the past 12 months, Nintendo remains confident. Executive vice The answer from Sega and Sony is to centre plans on the Net 


president of sales and marketing Peter Main told stock market — which 15 Sure to chill Nintendo, not least given the ongoing saga 


analysts in January that Nintendo was watching and learning from of the blundered 6400. Kyoto seems more likely to look towards 
ne efforts of Sony and Sega. "Coming last in a launch, you know the successful Pokémon and gaps left at the younger end 
the ducks you're Shooting at,” he said of the market by its competitors for its future hardware. — 


Despite Nintendo's woeful reputation makes Dolphin a tempting platform to smaller developers are finding it hard to Saffire, Without development kits, 
with thirdparty developers, the success work on. But with a global rollout of full- get started. Little-known developer Saffire developers must estimate the power of 
of the №54'5 early supporters, such as Strength Dolphin development kits not Corporation has several Dolphin games In the target system — a notoriously 
Acclaim and THQ - and the sheer mass expected lor at least another two months, production, ranging from a firstperson unreliable practice. These exclusive 
of competition on 5ony's machine - and na word on the target system, shooter to a thirdperson action romp, screenshots (left) come from an early 
prototype of Saffire. AI and inverse 
kinetics are highlights of the technology 
Not much can be learned from 
what's really just one developer's early 
stab at predicting the final performance 
of the system. If Nintendo wants to 
avoid the software drought that plagued 
the Мёд from inception and now looks 
likely to finish it off, thirdparty support 
must become an immediate priority. 





МЕМ/5 


ATEI: SEQUELS AND INNOVATION POWER COIN-OP INDUSTRY 


Fewer games shown than last year, but originality from the likes of Sega and Taito eases some concerns 











Subtlety wasn't a strength 
of Photo Punch 2000, 
which took the theme 

of Sonic Blast Man further 
by printing out images of 
your battered visage 





10 EDGE 


| ome outstanding new games shone through at the 
recent Amusement Trades Exhibition International 
(ATE! show in London. This year's trade-only event featured 
less coin-ops than 1999. but still offered a concentration of 
new machines from several companies, with Sega, Namco, 
Konami, Gaelco, Taito, Midway and Atari all present 

There was no shortage of arcade talent as punters 
were offered a glimpse of the international coin-ops about 
to be introduced into European arcades. A line of епі 


Atari/Midway aural punisher Off Road Thunder cabinets 


Konami's hardware (main) was swamped at ATEI, 
while Sega introduced two coin-ops, Sega Marine 
Fishing (top left) and Brave Fire Fighters (top right), 
to the UK. The mediocre Rolling X-Treme (above) 





Sega's Ferrari F355 Challenge Twin. in other areas, Матсо 5 
World Kicks was eclipsed Dy the superior graphics апа 
gameplay of Gaelco's Football Power, and a rash of 
multiplayer firstperson shooters were kicked into touch 

by the gruesome speed-fragging of Spawn. 

Sega teased visitors with a badly lit screen showing a 
videotape preview of the Star Wars: Episode | Racer. R&Ds5's 
fourplayer creation looked stunning, but with a European 
release pericilled in for March, a playable version was 
expected. More exciting was a trio of Kits from Taito, its 
Landing High Japan flight sim, an unnamed train driving game, 


and Power Shovel Simulator impressing those who made the 


СМЕ 





Highlights at ATEI сате in the form of (by column, left to right) Konami's Fatal Judgement: Silent Scope 2, Sega's 
Eighteen Wheeler, and Taito's Landing High Japan. It was no surprise to see dedicated-cabinet titles win out 








Namco's World Kicks was beaten to the sports title crown 
by th isingly fun Football Power from Gaelco (above UTET TUTTE 
y the surprisingly fun Foo wer co (above) нш 7 i as 
ки. IKI На! ТЕШ * * + 





revelations, both Sega and Konami offered Web registration 


for high scores, to determine world ranking 


Virtual reality strikes back 


Equally innovative was the $16,000 GVR VR Vortek 





ја! reality kit. The company claimed the boom-mountec Eighteen Wheeler (above) and Landing High Japan 
| | (top) were among the most demanding games 
y, with a large hydraulic system Suspending the kit | ј 


headmounted display units. Тһе unit, running РС title WIT such а large amount of interest, Paul Williams, Sega 
| у Gea fered тепѕе expernerice, ле жа-секгее Arnusement 5 sales director, stressed that conversions of 
novement creating a sense of immersion without nausea arcade titles are бете considered, but still not Buaranteed 
Perhaps the arcade, with Its propen тог shorter games, 15 from boards omer than Naomi 


the place for the problematic VR method of gamepiay "The Hikaru board may бе used because of the соп 


More traditional offerings included Fatal Judgement system required, which of course would have to be 


silent Scope 2 and Konami's small, cramped enclosure recontigureg before conversion for an y home system 
полет ПЕ it was cammed ӘЛІП onlookers. Set in and he said. Dreamcast Owners may take that as а hint thal 
ПО TOCE OT LOKI Tower Bridge, ti ague j De T Ц а5 маг Wa ED је | Racer, Еп ETRETIC) 
e sharp-shooting, claustrophobic gameplay of the alil Arnbula and Br Fire Fighters may eventually 
ы ЛО ПООЖ SET tO СОТО сува reng Пак 1 ардеагапс = L eu 
| копати stand rng ro Ef шпа of сар ТЕ WE year's ATE] offered up few surprises 


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bene рорр release-hungnry Dreamcast tans mobbed Ot IT gt егы Served ТО гетегате tar Creativity in tn 
Е 
Pad veia йаша асат NE а жетіс Se = * THIS "Iud Бенін vro ^ d kaan Fic viai uen 
the Sega stand for views of potential conversion material coin-op sector is, fortunately, far from being exhausted 


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Midway followed up its popular Hydro Thunder with Off Road Thunder (left), a less-than-serious racer which, in 
link-up mode, proved strangely compelling. Elsewhere, Sega gave its touch-screen virtual fish tank a UK airing 





NEWS 





Lara explores 12801 
Following Eidos’ announcement 
of Tomb Raider: The Last 
Revelation tor Dreamcast 
(above), Edge has played а 
preview build and can confirm 
а nearty identical port of the 


PC version Improvemerits 
are promised, with the 
control systern proving а little 
awkward at first for anyone 
used to the PS joypad or PC 
keyboard. The game is set for 
an end-of-March release 


Rare leaks Conker secret 
After many months in secrecy, 
Twelve Tales: Conker 64 Маз 
finally re-emerged as Conker 5 
Bad Fur Day. Swearing. 
моепсе and gore now 
permeate the cartoon-Iike 
environment Conker plays an 
innocent bystander in all of 
the events, marking a major 
shift іп Rare's tand Nintendo's) 
development policy А ипие 
gaming experience |5 promised 


Perfect Dark's camera woes 
Rare has issued a statement 
regarding its much-anticipated 
option of scanning in players 
faces into Perfect Dark 5 
muitipiayer game, stating 1л 
order to avoid апу controversy 
as of February 3 the fully 
operational Game Воу Camera 
feature has been removed 
from the game.” A previous 
statement trom NOA suggesting 
"technical Issues" were behind 
the decision contradicted the 
feature being shown to Edge 
in pertect working order during 
a recent visit іп Rare 5 HC 
Edge suspects that the сштеп! 
US climate Surrounding 
videogames (which has seen 
Sega decide against releasing 
its Dreamcast lightgun 
peripheral) |5 responsible 


for the outcome 


EDGE 11 


РКЕЗСКЕВЋ 


EDGE PREMIERES INTERACTIVE ENTERTAINMENT'S FRESHEST FACES 


The name of the game 
The art of selling out to sell big 


onsider these garne titles for a moment: 

| | Bear Bovver, Ah Diddums, Seaside Special, 
Chubby Gristle, Mr Wong's Loopy Laundry. NOW 
consider these: Doom, FIFA 2000, Rally 
Championship, Quake, Formula One '99 

Two sets of monikers from two different eras. 
The former era represented the halcyon days от 
computer gaming, when the unusual or distinctive 
were allowed. Risks were encouraged rather than 
flattened with a big corporate hammer. And, truth 
be told, many software publishers were simply 
flying by the seat of their pants. The latter era 15, 
of course, where just about everything fits neatly 
into handy little boxes, and attempts are made 
to identify risks and eliminate them at source. 
Moreover, crucially, the money men - especially 
those with City investment concerns - can sleep 
soundly in their beds at night. 

Fact: there has never been a better time to be 
into videogaming. But it can be difficult sometimes 
to look back upon lts vast legacy and not feel the 
odd pang or two of Sepia-tinged nostalgia when 
considering how much innocence has been lost. 

which is not to say that a little bit of 
yesteryear 15 not evident today, even at the most 
corporate levels of software publishing. Take 








Edge's most wanted 


Perfect Dark | 


(N64) Rare 


(DC) Treyarch 


Finally, a machine capable 
of displaying environments 
that will do Tony Hawx's 
game Justice, Sure, it's 
merely а straightforward 
part, Hut who Cares? 


Even without its Game Boy | 
Camera face-scanning 
feature (see news), Rare's 
firstperson shooter should 
tum out as 2000's безі 
Nintendo 64 title 


Interplay's МОК, for instance. Here was а game 
that featured on an obscene amount of videogame 
Magazine covers across the globe. Within the 
pages of these publications it garnered scores that 
elevated it to classic status in journos’ eyes. Did 
its sales reflect its critical reception? Absolutely 
not. Sure, № was a success, but not a stratospheric 
one — which is what developer Shiny must have 
beer expecting after all that glowing press. 

Could it have been that Joe Average, a casual 
gamer not in the habit of reading magazines, 
could not get his head around the game's unusual 
hero, with his nondescript, all-black suit and oddly 
phallic helmet? Did joe need a helping hand? 
Perhaps he needed МОК spelling out to him: 
Murder, Death, Kill. Yes, suddenly, in those brazen 
terms, Joe = who, with his like-minded friends, turn 
games into chart toppers or bargain bin fillers — 
has something more tangible to convince him to 
turn his £30 into hours' worth of gaming pleasure 

(And what of the game Shiny chose to follow 
МОК with — Wild 9? Even journos had difficulty 
getting their heads around that title.) 

The more marketers test this kind of stuff, 
the more This /5 Footballs will be made. 50 
goodbye, Mr Wong. It was nice knowing you. 


A 


|-___ 


What's іп а name? Well, ask yourself what the average man іп the street's interpretation of МОК 
(left) and Wild 9 (centre) would be. Then consider the dumbed-downness of This 15 Football (right) 


The latest games stoking Edge's fire 


pider-Man 


SNES fans will remember 
the only hall-decent 
Spider-Man game ever 
created: Neversoft seems 
ntent on making a wholly 
convincing videogame 


The first game to use 1075 
Quake Ill engine code has 
a Monumental task anead 
of it - improving оп 
Goldeneye. Edge suggests 
that EA steals away. 








PRESCREEN 


Index 


Prescreen Alphas 





Power Stone 2 
page 22 
Racing Emotion Type-S 


page 24 





Perfect Dark 
ne page 26 
Ground Control 
page 28 
Carmageddon: TDR2000 
page 29 





Evergrace 

page 30 
Micro Maniacs 

| раре 31 

Thief 2 

раре 32 
Speedball 2100 

паре 34 
Shenmue 

page 38 


PRESCREEN 


PRESCREEN ALPHAS 


WITH THE JAPANESE RELEASE TANTALISINGLY CLOSE, PLAYSTATION2 DOMINATES THIS MONTH'S HOTTEST PICKS 


THE WORL D | 5 - М ОТ Е М О () е Н FORMAT: РІ. АҮ5ТАТІОМ2/РС DEVELOPER: EA 














ever Dies (a resounding Christmas number ane don't forget), 
Electronic Arts is embarking on another Bond-based venture, seeking to create the ultimate 
firstperson experience, for release in the autumn, Powered by the Quake IIl engine in its PC 
guise, the emphasis is on providing players with an incredibly realistic and fully interactive 
environment, It will encourage them to escape from tricky situations through Improvisation 
and intelligent use of those detailed surroundings, retaining the spirit of lan Fleming's spy. Id's 


Al and scripting routines have been scrapped in favour of a highly advanced proprietary system 








PRESCREEN 


GEKIKOKAN PRO BASEBALL FORMAT: PLAYSTATION2 DEVELOPER: SQUARE 







ғ 4 - = pe sce 1 Isi i Р " Ed ^ 7 £m іг Ј c ere 
run апа dive 3n astoundingly Шека manner {оше easie-ever] observers will still spot the occasional 


glitch ретмевп sequences OF animations), All the teams (with гей! player names, КИ and sponsors) fram 


the sport, whose expressions alter ti ugnout tne ПОЛЕ, expect ће animation to ae the most realistic vet 
in this туре or game. With the amount of пас on offer, Sony's machine wall pe crunching tho: 


PRESCREEN 


A R M О К Е Г) СО R Е 2 FORMAT: PLAYSTATION2 DEVELOPER: FROM SOFTWARE 


Edge suspects some of these shots are the resuit of a little touching up - but the demo currently doing 
the rounds in Japan remains a technically impressive exercise, displaying the same nignt setting as the 
PlayStation’ version albeit with far superior graphics and constant fluidity in the form of a 601$ update. 
[пе PS2's power owed the developer to incorporate larger, more ambitious stages, while the рісі 
15 ренемео To revolve around Earth ; Mars landscapes. Tuning your mech for battle is a good survival 
tactic, and a new gameplay option allows you to store bonus elements gained after bouts for later use 


two PS2 projects due for this autumn 
(presumably coinciding with the 
machine's US launch). Midnight Club: 
Street Racing (main picture) centres 
on the world of illegal road racing – 
you drive around town in a high- 
powered vehicie until another club 
member challenges you to a race 
through the busy streets. Exper 
plenty of cars, extensive tuning 
options and a highly detailed 
gaming environment. Getaway 
(below) offers an open world where, 
as а smuggler sneaking contraband 
rs, yOu must flee local 
police and rival smugglers. CPU- 
controlled comrades 


= 


to keen th 


"Hn f: HE ЕТ? ' 
ПЫТЕН Hind p AE 


Hy "ET CE 





РВЕЗСНЕЕМ 


WACKY RACES 





FORMAT: DC/PC/PS DEVELOPER: INFOGRAMES UK 





Scheduled for a June release on all major formats (DC version shown), Wacky Races features 


all 11 characters from the legendary Hanna-Barbera cartoon, The game follows а rally-style 





progressional structure, with players battling for supremacy through 


cartoon series, cna enges Таке place as рпе-Сау events and ie terram varies enormously fram 


series of races. As in the 


ш 





one meeting to the next. Setting up your racing machine correctly and packing the right gadgets 


is essential if you plan to become ‘The World's Wackiest Racer. You may remember a dismal 


300 Wacky Races title from a few years ago; rest assured this will be an altogether tidier title 


FORMAT: PC DEVELOPER: GEOFF CRAMMOND 








At long last, first shots of the 3D-accelerated version of what is likely to become the reference 
point within the highly competitive circles of F1 simulation, finally allowing previous realism 
champion GP2 to retire gracefully from what has been a tremendous racing stint, News that 
the game will not make its planned March release (ta coincide with the start of this year's F1 
season) will snack Only those not Tamiliar with Crammand s previous projects. Unlike other 


digital FT crown contenders, GP3's 1998 stats are older than most – not that this will stop 


Crammond's loyal followers trom choosing nis product over chronologically truer alternatives 













PRESCREEN 


H AW K' S S K AT E B OA R D | М С FORMAT; DREAMCAST DEVELOPER: TREYARCH 


| 1 mem moe "гт 


је getting a : ў ^ М | pum | a m = 
Fi jee je | 4 "m 


polygon counts 
апа added cola 


mast of the angular characteristics 


of the PlayStation original, this 15 


ane „апа Едре is ага 1 ПЕ 


АТ SELECTED CINEMAS 25th FEBRUARY 





4 








D EA D О R A L | V E 2 FORMAT: DREAMCAST DEVELOPER: TECMO 


Are all videogame fans maladjusted dweebs who spend their more private moments poring over anything 


= 


even vaguely feminine? It's clearly something Tecmo has considered, for rarely has a game worn cynically 


engineered fantasy female forms so brazenly on its sleeve as Dead Or Alive 2. Fortunately, the game just 


=. 


happens to be a competent brawler in its own right. So lonely DC owners should be smirking either way. 





— HELENA 





FORMAT: COIN-OP DEVELOPER: KONAMI 
TOTAL TIME 39'28"58 SCORE 


| PLAYER 
jan 


тт "I - 
bL am 


SUA т Í ИЩ m 
3 ы ж i | 
OH, ru И 


ШИ LITT 


This twoplayer linkable follaw-up to one of last year 5 most interesting coin-op concepts may technically 
improve on its predecessor, but за thinks some of the elements have perhaps been taken a little too 
far. it was shown in playable form at the recent ATE! show in London (see p10), and some of the realism 
of the original has been replaced with over-the-top antics which rob the experience of that beneficia 


raw edge. With action based on one of the major tourist attractions found in England's capital, you're 


aimost guaranteed тле apportunity tà accidentally take out an innocent Dys ЗАГУСНЕ OF TWO 


20 EDGE 


STARLANCER . FORMAT: PC DEVELOPER: MICROSOFT 


boisterous about now much Û 
packed in this seemingly hnarmiess 





package ens gued as to 
what yeneath 1 
ressive graphical surfaci Ele 
Е е к оет E 
3t erupts. Once то 





'Poké-man? 


ANACH RO NOX FORMAT: PC DEVELOPER: ION STORM 


оқ кей 4 ا‎ >. = 50, you got the console but what about the games? 


did aunt elly forget that you prefer beating the living 
*%@| out of a six foot geek with a blond flat-top to 
running, jumping, standing still? 

or are you just an ardent player 

looking for quality? 


каер an eye on тог the past year. As 
with all good RPGs, the storyline (5 key 
territory, But às wei as an already 
smbitious, multipathed 


папаг hac апе = шг 
= ido УНОСИО d evel 


eite 


rios. Graphically gs have what ever you're looking for gamecast has И. 





games, consoles, accessories. hassle-free service, 
money back guarantee & overnight deliveries 
available. everything you would expect from 
an outstanding supplier and much more. 

to order call; 0208 776 5031 

or email: info@gamecastuk.com for a product list 
the best things in life aren't always the most obvious. 





Sr nriecasll 


who do you want to be today? 





PRESCREEN 


EE = — 
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] | | | | | | 
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Capcom's arena-based beat 'em up is back, taking the innovative 
original into even wilder new territory with devastating moves 


Р | = 
О ата 


“2 


РАТЕ EMIT iy 
"E o nara 


Capcom has opened out the arenas of the original, 1 less enclosed scenes such as this submarine-based 
stage. Fighters can man the gun turrets and fire shell 





pem пе argumentis Still raging over which 15 
the better DC title. The traditional yet 

beautiful Soul Calibur? Or Capcom's feisty, 
frenzied and = for а beat ‘em up at least — 
inventive Power Stone? No one knows what 
Namco has up its sleeve at the moment, but it 
will have a battle of biblical proportions on its 
hands to top the promising Power Stone 2. 

The game Structure remains intact – 
Power Stone 2 is still ап arena-based fighter. 
Combatants have full 3D manoeuvrability and 
can pick ир various objects to throw at enemies. 
The core play system has also been retained: you 
must collect coloured gems to power-up your 
fighter allowing him/her to unleash more 


Format: Dreamcast 
Publisher: Capcom 
Developer: in-house 
Release: Spring 


Origin: Japan 


22 €DGE 





5 at their opponents іп a refreshing new interactive element 


А 
LUAM 
т ШЧ ; 








devastating moves. From here on, however, 
everything nas been expanded. Most ODVIOUSIy, 
four rather than two players can now take part 
in eyery-man-for-himset beat ‘em up riots in 
beautifully realised, multi-level environments. 
These areas are much more complex than 
those of the first title, taking in Egyptian burial 
chambers, weird sci-fi industrial complexes and 
even surfaced submarines. They all sport things 
such as ramps, holes, Conveyor Belts, chasms 
and platforms, to give the fighting a fully three- 
dimensional feel and taking the airborne antics 
ot Psychic Force to their logical Conclusions. 
Ihe arenas also evolve during а bout. In the 
Blue Sky stage, for example, the battle begins on 


PRESCREEN 





Some levels are occupied by massive creatures, resembling end-of-level 


baddies. Rendered with Capcom's usual flair, they add an intriguing twist 





a flying fortress which explodes, sending the 
fighters plummeting towards Earth — still fighting 
The skirmish reaches its climax on a hidden 
military базе, Tis is insmred level design 


M ры = = = = pn ға сна ы ғылымы оға =, = | =н 
And it doesn t end there. These arenas als 


e n 
"(^i Та! 4 1t -T i VET је = r3) 
contain ni eractive acts SUCN as gU 

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creatures which add another element to combat 
- Edge found a huge arachnid monster which in 


any other game мошо appear as tne ultimate 





Each of the stages | rinan tho мога ибни ата слеп Өкен 
contains many levels Bi es 
to fight on, bringing | іш ар аш ШИГЕ TL ои UE УЛИК 


more depth to the | nterestingly, the game is being developed 
combat. Background 
detail is impressively 
diverse, too 


түтігі йыт‏ و 
к! | Е H]‏ 


E j карта аһ, Ру - — ай 
simultaneous VIDI UTS ast diti Psi агы 
EXT 


VM compatibility is added — players will бе аше 


to download data from the coin-op version to 





го 
У 
У? 





Тһе Blue Sky stage (left) has players falling from an airship. But that doesn't =r 
them fighting. The Egyptian-styled stage (right) is more traditional Power Stone fare 





The camera is pulled further back than in the first Power Stone, to 
allow for the extra two characters. It adds a distinct element of cute 


pen new features in the console eg 
и, ріліп else, seems like à great way 
со Вет; ars DacK IT ІЛЕ агсасе 

Four new, manga-style characters — A 


шна, Pete and Gourmand – һауе been added, 
perhaps in an effort to court a younger audience 


comparisons have already been made to 


Four players can now take part in beat 'em up riots in beautifully 
realised, multi-level environments. This is inspired level design 


+. ‘arate ізігігі $ -- Cre П j 

% г 1 — 
| ПОҮ-ТПЕГЛУ 
- Fe: fe ТАЗ ГЕНА " 1 
1 Т 1 the лл НИИ ре n à 
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ыға пе 3 Mamer edee ТТІ! rtr с 
= ғ G UE CURC а ' 


Ағы Е ЕТТЕ = ПР И ата гата [а = АЙ; ff bi 
vou d nna Mano or і ше endorsing, үүт its 


tull-ón destructive роз5 ние alone, 


t should appeal to gamers of any age. 








PRESCRI 


With G72000 having taken a predictable detour, SquareSoft is left with 
an open road towards domination of the PS2's driving simulation scene 








Only two views are 
currently offered, but 
using the Driver's Eye 
option you can see the 
dash instrumentation 
alter according to 
what the car is doing 
on the track (right) 





| Square's seven announced PlayStation? into the mix - the latter being an unusual 

Projects, It may surprise many to learn Inclusion consider ing at least one (ле! 
that this will бе tne first to make it on to the software company |5 known to have a large- 
shelves, And yet it is a logical move – 672000 scale involvement with the licence 


has been delayed until the autumn, and with 50 far, as well as the main oneplayer 


- ү 
nb = rip лл езг ПЖ SARATE na фр ^ rtr miae fice Tha! al ^! 
e arcade-styled Ridge Racer V to appease game, three other modes exist. The revelatio 
"ume Fame је а тағат nma for ті ғаға "V HH- HRA rs - = - У 
Fair агы. (Е 5 а DETECT time тог а Оеџе ре Lhe гате noi [ ) өн | 
А s 4 mAn СИТИ Нин haca Ariege lr ән PAR = = 
jac g ІПГЕ Ssmidiadbri-Daseg CIVINE ІП B Е j E Е 15 
4 Е чыс: Fm on nosar + Inm nunt РА mo | nua Ун P - " іне 
ж 14 ІШ E LU EL FIEL % Co 31. E = А к | 
= arid-hesating franchics rae Аё ua maci РР mamat невина 
ү - У дјеце = > iE ДЕ JU. JaN ЫТТЫ. Pl ТЕЛ TELS ! I ІС TEL Е, 
Т ғ = rir ғыт Emni Tian ъф è в қ mi T * 
Uy L ci = Ју - 1 i E 
|. mua ag Aant у fer miras - core ў ў acing 
= СЯ #1 ee | КЕ = ШЙ = т الاك‎ ~ ша 
| - = fect ле ла или ır inte САС m = The На e кіз 
и 3 әм CI CO YUG ы ыыы ' | | v4 = 
с 
7 - ^4 г - = = т 
E] Та c риса ғ = 
i = - ит — Y "E a 
- + - мп у bu Dp m 
м Si 4 ALIIE 
4 Al á Ed T гі Fu асе 
| ally count), Edge would ђе pleasa 
FT ric + а а= а "у 
€ £i noun c£ $ 5 
SUTE d үре-з eaves Its garage at a 


Format PlayStation2 title, no prizes fo guossn ng that bee 5 from 
Honda, Mazda, Nissan, M tsubishi, Toyota and 
Publisher: Square = = 

Subaru form a substantial part of the automotive 


T: Ру || рез ь = 
Developer: In-house broth being prepared by Square's coding chefs. 





Release: Spring According to reports from Tokyo, foreign 
—€—Á Ar eee ingredients such as Alfa Romeo, BMW, TVR, 


Porsche and Ferrari are expected to be thrown 


As in Sega's F355, the 
racing school displays 
braking areas as zig- 


Origin: Japan 
zagging lines (left) 





noo 
Fe 


РАЕЗСКЕЕМ 





Type-S throws plenty of PS2's visual trickery 
into the mix, with effectively realistic results 







j | n this format Square 
a анды. E Eschewing the game's apparent quest for overall authenticity, races 
^ 1 е occur at various times of the day. Night challenges will prove testing 
getting their hands covered in polygonal oil will а session at the recent Square Millennium 


find пер to guide (леп event, it became clear that the developer 
There is no word on how many circuits has gone for authenticity and 15 attempting 


Will feature in the finished game, Dut you to simulate realistic car handling ма a joypad. 


c, ЈЕ а 





s n a „әң = ~ — BÉ oum аа la гъа Га == zm. pm em ж] m, 2 қ i 
can expect a healthy number As with the but as Polyphony found out when developing 
machinery, Japanese tracks are expected Gran Turismo (and anyone who has tried 

‚ make a strong appearance, while original playing GTA with a control tyre-equipped са! 
| m . 
Пі в = а European nca) there's a delicate ance Det 


Car selection naturally | е 1 i - 2 ха 
жешп чан. Square wants authenticity апа is attempting to simulate realistic саг 
anese presence : - у А - à 
(top). The twoplayer handling via a joypad. It's a delicate balance between realism and control 
mode, meanwhile, 
promises to hold the 
screen update at 60fps presence 15 added to the proceedings. As in realism and control. At the show, the Dua 


GT2, rallying 15 ап option open to ail Type-S Shock 2 pad failéd to be a fine enough too! 
entrants, though how significant an alternative with which to Control Square s toucny 
It proves to De remains uncertain polygonised vehicles 
Although many aspects of the game It's hoped that this element will req 
appear to be in order, Edge can't help but be simple tweaking. if Square fails in t 
| one aspect of Type-S: during regard, then so might the entire game 








As expected, the cars are gorgeous representations of their real-life equivalents, with highly detailed bodywork and impressive sets of textures. As in СТ, 
just six of these vehicles take to the track simultaneously, but good Al should ensure close racing. Like many early PS2 titles, Type-S will appear on CD-ROM 





EDGE 2: 


PRESCREEN 


Fear not, N64 devotees, for Perfect Dark looks set to deliver everything 
it has promised for the last 30 months. And a lot more besides 








An enemy displays his Predator-like cloaking device to no avail (main), while the Eyespy camera gathers vital info 


on the road ahead (top left), and night vision goggles prove necessary for part of a dataDyne-based level (top) 








he М64 may be on its last legs and steadily (mainly pistols and machine guns) joins 
limping towards inevitable extinction, but selection of grenade (of the wall ПиввІПЕ and 
I'd be | back on nore tra al Variety) and rocket lau 
= emains canabli E st crossh 
3 = a market too j med, and rem 
Dark emerge as the year's бесі мед Tie, it should ne UU ап N-DOITID Which assauts 
A training level with | ман мења COM Е ы ара ی‎ н 
En) ~ b | = == [У = ZG ЈА ВЕ. © = Кы zur rad! = 5 ы ااا‎ TES У dd E 


its own series of 


nto the future and it’s your role, as Joanna vour average bad guy into а raving madman wh 


challenges allows examples of the firstperson shooter genre them so that they can no longer hold theit 
you to get to grips The action in the game occurs 23 years weapons, a psychosis weapon which transforms | 
with the arsenal that | | " Я 


you'll need later 


Dark (codenamed Pertect Dark), to uncover Is more than happy to spray a room with Bullets 





Not only should Perfect Dark emerge as the year’s best N64 title, it 
should go on to be regarded as one of the finest firstperson shooters 


1 panning 17 | 7 furthe еопе stays toO Уб , 
Publisher: Nintendo йы - » ык - 
— ОП | 3 Trier take | | H1 | ІП == ПТОЕТЕ and 
Developer: Rare At 
жете? to Surp ri | | er difficult in muitiplaye 
elease Your range of arsenal 15 prolific anc Non-aggressive supplies include thermal and 
elease pr 5 BE 
= | formidable: а collection of futuristic апа night vision goggles, data-inieving devices, and 


Origin: UK 4 
ڪڪ‎ contemporary semi-automatic Weaponry the Eyespy – a flying fisheye lens camera used to 





Weapons can be shot out of 
an enemy's hands which can 
encourage them to surrender. 
The Dolby Surround score is 
wonderfully atmospheric 





Head shots remain the 
most effective way of 
dealing with most 
opponents. This time, 
things are a little 
bloodier than in Rare's 
last firstperson title 





PRESCREEN 





Ши 






No, it's not Turok 3. Weapon selection is more immediate than GoldenEye's. 
The Expansion Pak is recommended (not all options are available otherwise) 





Bes гән тай ој ae 
= = па =” n 
= کے لے‎ ы Гн p 1 c ‘om = 
ss а A А "ima 
и ы = 1 ги 
а = - — === 
As we = the came оће 
~ سد‎ lm ои ugs | О m gn, ға d е gm pm m m dm 
& а combat simulator mode with а one to Tour 





multiplayer option. It has 30 challenges, based 


r s | i " і ma 
=" nonea j ina sere | = Гите 
| Spe Jy created arenas апп Various 





When Edge played them, the multiplayer games (top) were suffering - 
from framerate problems, which should be sorted before release options of play - CPU opponents/allies, team 
ys team. capture the flag etc. Co-operative | Though Rare had it 
me ape la oM тилен | working glitch-free 

inina | during а recent Edge‏ ر 
СС г hig d ; here's counter visit, the company has‏ 35 | 
dangerous areas. Every weapon has a primary co-operative, as Dark takes оп a group of now scrapped PD s‏ 


LI 
t 
* 





face-mapping facility 


and Secondary runchion пе latter can ба dataD me agents. One of these IS aways | 4 
апа secondary function. The latter сап о па РУПЕ ар 1 WIESE I5 anNdys due to technical issues 


anything from turning a machine gun into à controlled by another human player | 


proximity mine (useful in multiplayer), enjoying And it doesn't end there. In fact, Rare is 


te а С пі у іч. ч ret fira Pur CiO rani uma Г Паф Car trat ЕТ: 
ШЕ bet IETS DOT d pEe-Durs me ЛЕ ЦЕ БЕН ЖИТЕ Е СГА | ] 
АГ | " Gar 5 nm сва T i 1 تت‎ TOOT " 
"> ‚=. = ы E p | 
жесіне = М Р ^ = = „а ———F- 
E. a r = С ^ ©. Kec 
г I 5 : 
aan ai ria metal i د اس س جد‎ fe аы, = акт ксилит crt ға چ‎ 5 cam heann irii 
E Ы Іт LX l2 UL Jal Lil Ws WW CE NT. d 5 LO jt МЕС "WLH L 
EET sto) TAr рој и ту м 
5 поп-етла КІ ІІЕБІЮГІ5 ПЕШТЕ YUL 


render individuals UNCONSCIOUS, rather than 


exterminating them. You'll notice that if you gel 





" too close for armed combat, CPU enemies аге 
The trusty GoldenEye и AS e" c 
sniper rifle makes a KiCKing and punching SKINS on your frame, 
return (with requisite resulting in a momentary blurring of the scree! 


PARI Cu; лала || а р А А om Ф ISI 
now more than паром to practise their new 


futuristic design) and кейігі vou eet hit OF course: vou = Ye 


is just one af the | | 
: ел mvj Ir ire АРЕН Soria im "nd tre А A tn 

numerous weapons avour, CS могіл Dearing ini mind nat а оюм 

available on missions the back of the head is more effective than one 





directed at a less vital area 
AIS С ] n C MAJ 13 Ht ТЕ шау SOE H I5 | |5 РС 


"Hg Яң т | = = "2 rli а р | صر‎ РЕ" 
throughout (GoldenEye simply displayed text 


4 i 
PE ни ғаға ағ Fe meu пали Рој 

ILE SA TOS | МІ ГЕН nies || = hive CASS IL c ig 
dran oo oaran та — ncm 

LITER LI ЕЕЕ ||| и пара | 

жасын мей ң i ot no 3 ] 
ci ЛЕ А HE i CL = РИС d 

rs pr F РЕТ гыр r KI 

өтгі = e] || JCLLH ain zh. | І || y 





"uA PhD нң ди јат fashion xe па етљеНје 
New ова ;Pauernces reatu E, ds UU SU CII 


animations for wounded opponents (such as 


Running on а 70-per-cent-reworked GoldenEye engine, PD also offers 
all of the control options found in Rare's astounding Bond title 


heavy limping following a leg shot). Expect 





PRESCREEN 


GROUND CONTRO 





Now among the most saturated of PC gaming genres, the RTS is 














Tiberian Sun lacked 
ambition. Will Ground 
Control give Westwood 
a wake-up call? 





Format: PC 


Publisher: Sierra 


Developer Massive 





Release: Summer 


Origin: Sweden 


P 
DO 


about to be enlivened with a raft of tweaks as developer Massive thinks big 


Explosions are of course central to any hi-tech battle, and the pyrotechnnics 
on display during Ground Control's intense skirmishes should not disappoint 


realtime strategy war 
: two design necessities compete 
The public demands ever greater visual realism 
But the nature of gameplay brings out cries for 





clarity and easy control. The greatest RTS games 


have always favoured clear lines of sight over 
and above graphical sheen, opting for an 
almost board game-like presentation 

Games such as Age of Empires |! have 
polished the pieces as never before, but still 
the genre cannot claim to be more than an 
abstract take on real life. Ground Control, 
however, aims to take the player far closer 
to the battle and yet Still retains the ability 
to coordinate the action as a whole 

Based in the far future, two armies fight 
оп a devastated eartn, vying with one another 
to reverse alien technology and escape to a 
more позризые planet 

In a nod towards Command & Conquer, 
gamers will be play alternate sides in the 
conflict, allowing a plot то develop and affect 
tactics and allegiances. But unlike Command 
& Conguer the game engine will be able to 
carry the player in among the ground troops, 
displaying detail rignt down to the smoke 
from individual infantrymen's guns 


Another vital deviation from the template set 


out by the RTS greats 15 that Ground Contro! wil 
feature almost no in-play asset management 


useful the player fin 


Instead of the frantic early game dash to 

build as many powerful units as possible, 
players are set more scripted missions with 

an arsenal chosen before the mission starts. 
Playing the game consists purely of continuous 


пае management which takes place Tom 


ET O TO SCaie 
пошта Contro! s grapnics engine nas 


Deen ІП development Dy Massive TOT two year 


гл 


and nas peen designed specifically to cope 
with the game's demanding 3D requirement 
Containing almost no hard coding, every 
graphic feature is scripted individually, allowing 


nteraction to be based on real physics rather 


risa |ті ram um, жаға 2x lod m М E ғала тоза 
BDispiayea а commendabie lack от ргосеѕѕог 


greed will be in need of an urgent upgrade when 


the game ships іп the summer. Hopefully, — 


they'll see it as money well invested 


The game will allow pu to zoom down to a soldier's viewpoint. How 
5 this in practical terms remains to be seen, though 


If controversial content was the element by which all titles were measured, SCi's 
driving games would be in a league of their own. But there’s more to its latest than that 


CUR) 





Vehicles are significantly more complex than those of the previous Carma 
games, with damage affecting a range of individually modelled car parts 








Physics has always 
been an important 
element of the series, 
and TDR2000 takes 
such considerations to 
new levels, Even when 
sharks enter the mix 


Format: PC 
Publisher. 50! 
Devolopur: Torus 
Release: ТВА 


Origin: Australla 


aving generated over £10m in revenue for 


ӨСІ, the Carmageddon series 15 nothing 


short of a gaming phenomenon. On the face of it, 


cynics would deem it the Mortal Kombat of 


Irving expenences, зешпе on controversia 
4... к 
content rather than integral gameplay values. В 
Р 4 ің фу wee Kec ғай ^A magadrpe 
that would be to miss the point. Carmageddon 


was, after all, the title that predated Driver and 
Midtown Madness in offering players a drive- 


anywhere, anything-goes gaming environment 
= - 1 1 D батты буе Сз 


е : 
“ате s maosi lachen +A Fao ohio im Dm wee 
l> dg til EIS ІШ ОС dil DO ЦО TIR 
X фе с ей. бы erm 
UL MY апт б вис, d 10 па al [| ШЕ 


thing people try to do in а driving game 15 run 
someone over," says Carmageddon TDR2000's 
producer Darren Barnett 

"It's one of these fantasies that lets you do 
what you want," continues SCi's р 
director, David Ratcliffe, “not what everyone 
else tells you to do." 

Following the departure of original Carma 
developer Stainless, 5СІ drafted in Oz codeshop 


Torus to take the series to its next level. The 


n 


қ 
Haa weal Кайе emaab мағ ii 
ПЕ yisldi пелпе SLE TU ла Ду | = РА we 


sorawiing environments populated with the kinc 
of detail rarely seen in driving titles. 
"in the finished game there'll be over 36 

challenges over nine huge environments, 
says Barnett. "But we'll also have multiplayer 
gdeatnmatcn-style arenas meiu ng a Jii -S TOP y 

ension bridge” 
These latter elements are de 
the passions of Netheads who've followed the 


Carpark апа an enormous Susp 
destined to ignite 


PRESCREEN 





SCi cites John Carpenter's movies and 'the more gothic takes on 





series like dogs with a bone since its inception 
e games' open file structure has see 

па J art roc T пр EN E Sars and 

pedestrians, and, more impressively, building 


Own fram the ground up 

"The Net fans have been absolutely crucial in 
coming up with the design for TDR2000, reveals 
Вафа 


"We invited wish lists from players and 


rm neccacehrieiris t CP uwuliat Denn t 
mua ш. ја ДАРЕ ҚАУ ULL WW МИ ылымы. TEC 
т. 
— а Ген із етіле + ee тесі із - + 
c n wt НАЛ GLEA E Еш 2. 
áÀ 


hat's real player power 
With much more user-tweakability planned 

in from the outset, an even larger, more 

rapid fanbase 15 assured for this 


sequel 





Batman and 2000AD' as significant influences for TDR2000's levels 





The game's excellent 
dynamics stand out on 
the stunt level (above) 





РВЕЗСНЕЕМ 


From Software jumps оп ће PlayStation2 bandwagon early, with a 
traditionally themed RPG, bolstered by lush visuals and quirky innovation 








The environment is truly organic (top). Realtime shadows exactly mimic 
the object that casts them and grow longer as the sun sets at day's end 





Format: PlayStation2 
Publisher: From Software 
Developer; In-house 
Release: Spring (Japan) 


Origin: Japan 


t was several agonising months before 

the PlayStation received its first decent 
roleplaying game – а mistake, witn hindsight, 
that Sony is clearly keen to atone for with the 
machine's successor, as this most obsessively 


followed genre is well represented in PS2's ear 


| ү 
- MP Amu = Pr | nri -Wororsare n" 
= ыы 50 YS LETE СОУС 10 EVE EI Lt ¥ 
УЧ № mo FTES A ads m № е ogrm m Aoh r 
HOO ү > | | Га С 
| E к ызы | и ШІ ИН? ШЕ ы 


From Software's realtime 3D RPG won't win 
awards tor originality 

The player selects from two characters, 
а boy named Yuterald, or a girl named 
Sharuami; throughout the game it's possible 


to Swap between the two, while pursuing the 


rcm РА кіші ін hi Tas Tu = а алые miam 
same story. Naturally, both have their ow 
а са E RE ene tarala Hae 

gins and weaknesses = Yuterald nas 


greater physical strength, and can also 

carry heavier weapons and armour, while 
Sharuami can use light weapons and possesses 
other distinctive abilities. It's a standard RPG 


Sharuami (left) can use light weapons such as spears and a bow, and also 
boasts greater magical abilities than her stronger male ally, Yuterald (above) 


| کے کے س وت 
Із ы‏ 
IW РЕН‏ 


[ 

F 
hk. 
i 
* 

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be dropped or reshuffied at save points. And 
there are some truly unusual Items to pick up = 
Including a frying pan. In keeping with firmly 
established RPG heritage, most of these are 


essential in solving the game's puzzles. 


Га Га а а ги Ти lu Ewunrerax? и Ake Hna ги ЕР 

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37 uw ^nm Pirat unen ta too На T 

each weapon dire orrelates to the healt 


of the character - an interesting new feature 
Being à PS2 title, the most immediately 

striking aspect of the game i5 how it looks 

Perhaps influenced by Shenmue, the game 


boasts a highly realistic environmental system 


ТГ" ein ағас the "ceno с Aau and 
wnich si пате» ІЛЕ Бабы Or Gay апа 
3 n 
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rhanging westne Petals пора! 
oO = 

Hha ал c іне Гоје Е = таға 

ы НИ We Li ү МТ = Еј er | 5 


And it would seem that the developer's 
tweaking process is far from over – there аге 
plans to make the title intricately analogue 
compatible, so the stronger the weapon button 
Is pressed, the stronger the attack will be 


From Software's intention appears to be 


"n ^T cii НУК = Fy ЈАР por frare th 
ЕСІ suDvering ue тТтайтпюопа! KHF Г је 
5 
Fc Ap Ре ОГ ата. т mm s ч + за Ку = пи о а Га 
~ || = اا فا‎ LI Dn y Jit atn 


other early developments for the platform prove 


equally as innovative, PS2 critics таубе r= 


forced to eat their words | У 












From Software is 
considering changing 
the camera view to a 
more dynamic system - 
ust one of many ways 
it will exploit the 
reserves of PS2 





PRESCREEN 


Miniature GM freaks stalk Codemasters’ reinvented Micro Machines, 
with the franchise retaining the series firmly established pulling power 


POS 


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As with Micro Machines, Micro Maniacs takes place in familiar domestic settings. 
The Pot Noodle above is one of the most recognisable hazards in the game 


| 


ithougn Rare tends to gets the 
серр of гг s Ру еф E m + рат 
И 0 > Micro Maniacs offers а more flexible camera than апу of its forebears, | 


Us UEVETOUE emasters паз aes | giving players a tracking shot of each course before you begin the race 





spent its existence concentrating not on g 5 | == 
АРТЕ i Г | ry | tc HHE 
T 
о pla ре t's fiero Edge b = t 
Machines 1 | 2L toy ren ғ = + /5 and i neplave F EE Г СЕ = thu ІЗЕТ 
+ tha Б лү ҰҒЫ ra | ШАЛЕ VOL АРАП TOUS commnputer-COfntr | 
T =? i Tou "ДЕ ЕЗ ® | | | 
Тһе сше — Tom i 
" 1 = в ја и 49° Ari iag A ر‎ " Eam - e سا‎ ыла аА а Е snc b = В Инге Ate сг t 
is a ferocious killing МО year» = GHU титу МО мә Б орг anu ^ мапе IOOKS SET 


machine when you're an exciting DrODOSItIO! provide the frantic, challenging gameplay that 





ted Taking the basic racing gameplay from is the series’ hallmark. You still have to dodge 
say, most accidents 22253 олова ios = 29% xi $ | 
һарреп іп ће һоте һе decade i : - as р қ Mio à 


- and danger lurks Maniacs replaces the cars, boats and othe QOXes, Бага 


је Б ardening implements and the like, ап The tiny characters 
around every corner vehicles of old with a selection of twisted the level design 15 still hendisniy tight. Everything handle pretty much 


haracters. Manga meets ‘Mars Attacks’ puts you же sharper and the tracks are more mult like cars, powersliding 
around corners and 


[ e ПІСТІ е BS, ma e neatcd ETE преп ИТП, Гар ап | 1 
кү | overshooting the 
3nd weird special weapons (each characte to give more of a 3D experience rigidly marked out 


ng his Own) are the order of tha d y Admittedly Micro Maniacs looks ridiculous y circuits if the player 
cenetiealiv modified hasic next 10 Gran Turiemo 2 – but then GT2 isn't careful 


у Е, LÀ ZI i | 4 | 
Format: PlayStation creatures, created by a mad scientist who doesn't have crazy little men powersliding 
i _—__ > TR. m Suede із ^u mn nn t + TE је 
Publisher: Codemasters ај ae 2 > - TEE 
the word. But tnis 15 Irretevant — it SIMPY ие акп ACTOSS SIIDOV газа Surrdces. | 


Developer: In-house plains why these minuscule, well-designed those seeking an alternative to realistic physics, 


лаје : ван тек аге шс nn а series of mnla yel a n т anri егпірее nnt 
Releasaàa Spring LIC HES 2 қық 1 6 : ЛСА Vt Li LI “Же ыр | uL 
EET ———— ей геи made out of familiar household and tweaking, this offbeat racer ought to be = 
Origin: UK ا‎ 7 
= garden scenes а ін Micro Machine: the perfect solution ні а | 


PRESCREEN 


Sharper Al, more convincing environments and a fusion of steampunk 
and Tolkien enliven this sequel to the stealth-based medieval romp 


ж all 


~“ 
қ | 


КЕКЕК ККЕ ЕЕ 






| Character modelling is much more advanced іп the sequel - and so is 
| enemy Al. Rushing in with a flailing sword will most likely end in death 





na fre merce) el РТ P T = 
j = 
іп De accused or many things, оит 


Subtiety IS not usually one от (лет, Кпее-јеп zoom in and provide neat ana nient vision, 
gameplay and splatter-happy weapons don't and а remote camera which can be thrown 


leave much space for tiptoeing about amid the around corners and down cliffs ti 





қазы сй 
anm oie 





separated itself from its noisy cohorts and something most players could easily avoid 


provided some intriguing hit-and-run missions n the first title with deft fighting 





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| Ol olkie [==]! у АР ^ + | узе + + 
keeps the san 35 its Thie Perhaps that є 
= — - А + к" г + TT == == 
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It also adds a powerful new break-off group, what do you do, If vou can't just slay, maim 


Looking Glass has | 
created a diverse city the mechanists, who have taken over the city, and slaughter? Well, you eavesdrop on 

using the latest PC employing steampunk-style robots to dispense conversations. tall otner characters, stake out > - 
hardware potential жа да песка Хна ی‎ wee von vine кайнана таш ина | The setting mixes 





Г 
| 
т 


steampunk with 
gain takes on the role of super thief, Garrett Sounds more diverse and involving than hacking Tolkien in an attempt 
mbs and blowing soldiers арап with guns at an individual loo 





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Format: PC grip on the populace. convinced to creep around using shadows and 
Publisher: Eidos 


Р а ^m p | УРА 3 "be mi гү te Бе E A کی‎ + x Tit | 
пеге are many improvements over тле OF тог cover wnile avoiding the temptation tc 


НЫ; нет o A ға ғұ as aa ть i " ripe ан 


pude B д SALT EM | ALT = € | м 





Developer: Looking Glass ана erue Grp ine т ә ска сы а ы; = 
Helease: March anu М РЗРОГО то ап паке СШ nouem p еы 
тЕХІШГез | | || IL | ІЛ ШГП otal па a] ІТ ПЕ | j i avioural ге І 1 Jim 


P 


This makes the environmental realism even would certainly De a waste if they cannot 


Origin: US 


2 EDGE 


Photography: Martin Thompson 


PRESCREEM FOCUS 


Format: PlayStation 


Publisher: Empire 


Developer. Bitmap Brothers 


Release: May 


Origin: UK 


"s 3 
34 EDGE 


Б 8) Т. 
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The number of old titles gamers call to be exhumed is 
vast, but there’s one title that sits atop the list whenever 
hardened veterans chew over the topic. Now, finally, the 
only future sport that ever really worked is being rebuilt, 
rewired and refined for the PlayStation generation... 











А fter waiting a decade and then 
almost as long again ой the train 


ће a жағ саға چ‎ FFL ki” | Hm uu meat 

Fom London to Harrowgate, Edge finally sit 
town to PlayStation Speedball 2100. And 
кү a" syenmnme 16 ГП dlp = igit ҮГ fne 

aiti (НДЫ мет ІЗ eel! FE жЕ. ІЛІМ 


стай 


ids it will 


— 
new, 51 


, In just a Tew Secor 


De dear 


whetner the 


" 

Dose anDeedgr Hid t hike the old 

Tanahe А احص‎ taken іп hand. The 
а ы” Т t _ ы — т 


big re surmmarily 


bright 3D graphics 


applauded. The game is underway. || 


doesn't play like the old Speedball. “Whe 
L f а FILACH iz rere n ги toc he 
- - ~ اس“ ا‎ - — - = = тж. 
| ob -- = 
ball that way, it's not as quick as it 


used to be," groans your correspondent 


False alarm 


owner, the PR peaple and even Edge's 


үт А 
от 
j 


ih ШЙ к 


It transpire 


pe hystenca 


ally tres to demonstrate the of the original $ 


a) mas acm а hm Tasa жай: ed 
perceived flaw as a crash bug. There's talk of 


feu mh А ў tho اوہہ‎ лыты د‎ Fem bue om "=== 
LA тү * С КИН УЦИ UE ка ыл ЖЕТ == LL 


п Mike Movitgoniery i brings assisting with 


everyone to their senses: "I really want to 


make this point clear. You are the first person 


ға 44 ы ULEM xem ГЕ "T E КЕ ады а ЩИ Е 
in te work tice of this office to pia, here before. We D 
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" "и | e ғ те T3 [ 1 ч, 
БЕРПРОН d Аг IDOSN ® enn e ЕЗ 5 а есі Dnes a 


we've ever really had it running, Yesterday 


it wasn't playable. We've changed the ball Montgomery is right, 

сосе six ог seven times over the last 23 dball 2100 again 

hours already. We're not happy about it that's without any sou 

ether. But it's one of those things that TOKENS, по proper рагпери 

от ^ "|. = m > н тұ m 

need tweaking,” he continues. "A lot af nor the nostalg 

ағала, A CC Ly proc SAP T ple = еге “нш pls пати 

mines do, Even yesterday he play erg $. mmen disc 

running at half speed. We were going ‘It's and Speedball 2100 is 

not naht and СІ ғ. White tha rogrammer ompetent Ра Stal ^ 
= н Ыар Маран г ге T, И РИ =} Г зд 

was going, ‘Well, the code's night we making such a fuss 


tired and while 


м that 


регара! pre та! nmers and 


yf dustin 


he's as 


open to emotional аррейіз 


Wa ге already playing 


voluble as ever, 


and again 


ki T en — 
= 


now head of The Bitmap Brotners 


he's a little emotional. But Edge has b 


And yet 


у tine-tuning 


g ott 


an old 










B the Brotherhood (rom tool 
Mike Montgomery ''Г 

Chris White procrarune 
Dean А їп ares 

Byron Nilssen programme 
Pete Tattersall (tude manager 
Nick Dent arzî 


nne 


— has 





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И "|" ~ 


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А recon 
uw anm 
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“ 


| А Speedball team numbers 12 players - including three subs who аге 
| vital. Smashed-up players are airlifted from the pitch by robot doctors 





36 EDGE 





More balls than most 


ң Jerctam that there қ д 
= =. - = = шыш і. 44 ма - -- 
F = 
| „ЕЕ загі) ine nimio 
J L LL Е. D =н 


Brothers and publisher Empire Interactive 


isking them to release a PC version, to keep 


steady Of, simply not to mess it up. And 

these pleas aren't from punters in the street. 
The pre-launch hype has yet to begin. These 
passionate missives often come from jaded 
and ruthlessly objective 20-something game 
ournos. Speedball stands for everything that 
was best about their 16bit childhood. It was 
у game that could silence the endless 


- - ы 


Arniga-versus-ST debate with a reminder 


Т AT | И + ЕП ЗІ - | тег 
| " ' "mma ы 
H „пне, gameplay Was а 





2100 is more customisable than 
its 16bit predecessors: team name, 
player names, colour schemes 

and 3D logos can all be changed 








Dou 


Tm Ppa Ги“ г т = | rt 
= 
MHz оп the clock we | 
ит zi | 
cuicKksmver gem came on пке а Dans 
Еџегуппе wno Daved И wanted to be a 
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Bitmap Brother. Ғапу UK coder strikes а 
moody black-and-white pose in Edge, he i5 
srobably inspired by the Bitmaps of old. All 
| МАШИН у Shed OV Uf ЕНІПТІ | + LII ОН А 


European gamers of a certain generation are 


ы | 


— aT = E - rm. "i m. T ғ. = x ч 4 СЕ Ра - | 
curious. Everyone knows the rewards со На 


Мо own goals 
If studio manager Pete Tattersall is feeling 


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ҮН Do = = > РОМА ы L | ҚЫП! ы = 
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| еу оошо pe knacketir ч me тте up 


Homage to the past might seem a 
negative way to start = but Speedbals 
elusive gameplay is something that simpl 
cant be nsked. Indeed, the team is kept 
on track by the old Arniga versions which 


are constantly running in the office. For the 





Е i i Р 
Е zh X 2 4 

T үа те а „тії > ee == 

ы илы, М. BETAN 15.8 ПИЈЕ Ра! [| лч 


31 two halves. Or, as Montgomery puts it: 

"It is about going down to the pub, having a 
few beers and playing 90 seconds of pure 
hell against a mate” Despite all the chrome 
metal, the aim 15 straigntiorward. Two teams 
(boasting enigmatic monikers such as 
Brutal Deluxe) try то score more points 

than the other, by getting the ball in the 


opponents goal ог by racking up points 


with a score multipher, even if that means 


е "nili t праной 
L Е ODDCOSIRIC 
= 
4 -—- xr rrr ТЫ = 
ВЕ Seer SPEEL. | em 
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| Takes the came Ine Ба лету Pa 
ES ана Е ре 
| ee صا‎ эма aru uai — 
а д the rebound. Then there's 
is x - ағаны тан ишү жаран жұқ 
= — ¬ —— № М - 
а! ele = fne = - -ji Tula 


rj FL LIT] m" 3 
^C OK ORT MCCC талы ни к. G 
ection of the set stars hanging on the 
le r сасу сщ aba 4 x 
1 Jh, and just to make it even more 


is used to buy new players or upgrade 
existing ones after the match. The power-ups 


are more immediately handy. Effects include 


turning the opponents into geriatrics, the 


ball into hot molten metal, or the other 


PRESCREEN FOCUS 





Each pae has statistics for attacking ability, defensive ability, 
speed, throwing, stamina, intelligence, power and aggression. 
Between matches, cash can be used to bolster the attributes 





player's controls upside down. Everything, 


eS ‘We want to attract people who don't want to play FIFA. 
E x They don't need to know anything about football. AII the 


included in the new version 





— 


If Speedball sounds more like a shoot em 
up than the 54th version of a football game 
your uncle bought you tor Christmas, it 
should. Like all Bitmap Brothers games, 
Speedball is about the thrill of the arcade, 
nat a delightfully lofted free kick. Still, how 
will Generation PlayStation, hooked up to 
a constant dripfeed of ever more realistic 
sports games take to this brawling, hyper 
realistic notch ‘em up? 

“Ме don't necessarily want to attract 
the people who want to play FIFA,” says 
Montgomery bluntly. "We want to attract the 
people who don't want to play FIFA. To play 
our game, they don't need to know anything 
about football,” Tattersall points out "They 
don't even need to know anything about 
Speedball! They can just pick it up and have 
a go. All the control, tackling, passing and 
shooting is on one button. Its what most 
futunstic sports games have been based on 
They weren't based on futunstic sports 
games, they were based an Speedball" 

Graphically, the shift to 50 is a surprising 
success, considering the iconoclastic style of 
the onginal, The camera works fine. The 
players look suitably big and burly and react 
quickly = without any ludicrous, arduous 
motion capture to slow them down. Mice 
touches include reflections in the metal floor 
and the sparing use of prerendered vertex 
lighting. The solid look of Speedball 2100 is 
maintained throughout the menus, which 
are all big, chunky and 3D. This isn't just for 
effect. The aim is to communicate the tough 
nature of the sport. "It's a hard man's game," 


says Tattersall. "The balls are metal, the walls 


are metal and the floor is metal. somebody 
smacks you іп the gob they re probably 
going to break your jaw. That's the type of 
game it is and that's the kind of effect we're 
trying to achieve! 

He admits: The mast important issue in 
shifting to 3D is gameplay. Going from 2D to 
3D, the dynamics change. What we have to 
do is keep the 2D dynamics but within a 3D 
scenario. But because there's no real depth 
in 2D, we can't emulate everything that 
happens. Issues are emerging now the 
game is up and running. One that came to 
light recently concemed the multiplier stars. 
In the original, it didn't matter if you hit them 
near the floor, in the middle or with the 
highest throw you could, the stars still lit 
up and it looked okay. In 3D, the ball can 
actually hit above the star. If we light up 
the star now, it just looks silly” 

The first game was inconsistent — to 
continue this example, the notion af ball 
height did exist Іп places, and you could miss 
a score if you hit above the goal. And while 
the basic Al has been lifted from the Amiga 
CD32 version, lots of code has been 
rewritten for a 3D environment. Sorting out 
the code bodges from the brilliant balancing 
will take time. Hence Montgomery's caution 


that the game still requires much work. 


Speedball 2700 might look an easy project — 
a makeover of a proven best-seller — but the 

twin pressures of appeasing unforgiving fans 

and the vagaries of the saturated and 


aimless PlayStation market mean that the 


Bitmaps have a job on their hands. And as 
the update of Sentinel a couple of years 
ago proved, being almost there is not 
good enough to justify а return to the past. 
Nintenda-style, the Bitmap Brothers 
must now get their latest tteration just 
(amazingly) night 

A couple af days before Edge goes to 
press, а call comes from Montgomery's PR: 
"Mike rang me on Saturday morning when | 
was shopping at the supermarket," she says 
“Не was manic. He said ‘it's urgent, you've 
got to tell that guy that we've sorted out the 
probtem with the angles: Does that make 
any sense to you?" she asks. Yes, it makes 
а lot af sense. And до you know what? | 


They might just pull it off. 


Ir m yi Ts ТЕГ 


+ 


ssing апа shooting is on one button’ 





Knockouts, two-division leagues and three cup finals are included. 
One and twoplayer management and sixplayer leagues are options 





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Having finally completed the Japanese version of the 
most significant Dreamcast game to date, Edge sets out 
to identify what makes Yu Suzuki's latest such a landmark 


FI Hmm АН" 





PRESCREEN FOCUS 


Е || пи НІН ү 
тай 3 Те... E 


s a player, you have entered many types of game worlds. Until now, combat, but you have never been there, You haven't lived there. In Shenmue, 

however, they have only managed convincing representations of the people, places and events that shape a person's life become the game. 

architecture that exist in reality. You may have raced streets in high- Shenmue is a meticulously chpreographed illusion. And it is a kind which 
performance cars and taken the lives of enemies while protecting your. own in has never been seen before. Even more remarkably, it succeeds... 





TE ET Ане oona 





it would be по exaggeration to call place where items can be collected, and nodels (each with vocal dialogue), ánd 
shenmue a new type of videogame the waterfall lets.you connect to the omplemented by 150 musical sequences, 
Perhaps that explains why its producer, Yu Internet' (Shenmue's 5 Passport disc). The and you begin to understand Suzuki-san's 
i Suzuki, has difficulty.describing nis project narrative 15 there to make sure you claims that, in volume at least, the content 
and ends up using a metapnor 85 а means explore te island as directiy andas , y Over 100 umes that of a two-hour movie, 
ot communicating his concept. Imagine | effectively as possible - but remarkably, Moreover, the game features an 
Shenrnue's world as an island. On this vou'reallowed to do whatever you wart nemet aspect allowing up to ойе million 
island, places such as an inviting beach, You can, ifyou wish, spend a significant Japanese Dreamcast owners to access the 
fall await you amount of time at the beach, for instance network simultaneously to check out men 
[па реас! үп arcade, the valley а Originally planned as a three-chapter мпете they stand on the national ranking 
А — adventure Shenmue evolved into а 16 for злептше 5 mini-games. In addition, 


ор to one million је Dreamcast chapter өріс which was to be divided into ` they may wish to trade items at an online i 
. ‚ owners сап access the ти network three parts (incorporated into Shenmue 1, ћеа market while getting handy hints and 


_ Zand 3j. At one stage, Shenmue 1 was set tips from fellow Shenmue players. 

simultaneously ta.check out where they ~ ro pave 16 chapters. but the game that а aire с E 
Stand on the national ае none recently shipped in Japan features. but follow-up remains undivulged. But he is 
ana While the story ma, 

downsized, however, | 

lume have both incre 


а valley and a wate 


лаг F ға мања. mn m a дева а H 
dve peer ЈЕ ir | зеге i u 







nsity and, software libraries allowing fo | 
: games - 56 mucn 50, in таст, that пе 


sk Suzuki-sal W is most proud claims that Shenmue 2 should outperform 
of in this three-and-a-half-year enterprise the first game by 200 per cent 
and he immediately talks about originality But thé next instalment is some way А 


Format: Dreamcast and the many new technologies used off (there is no firm date -іг5 afother 
№ througnout ‘cre 5 | ning Teafy when ваду f nd jt рате) – it's 
Publisher: Sega еды сама creative proces Fashioning | у when i s f ӨТІ | р 
———————— -- " , боде that allows players the freedom to . the premiere Shenmue char at Edge 
DE ODE: | In-house (AM2) wander aimlessly within а sprawling world . has been poring over for tne last two 
Release: Out now (Japan) | “. [eu tack bay " те! many developers months, and {© finally | іп д position Ta 
A vial € ———ÓMM— imaginings - add a realtime weather comment upon authoritatively Enjoy ten 


system, 350 highly detalléd character of Shehmue's dazzling achievements 








Origin: Japan 
% 


at 








4 10 EDGE 


РВЕЗСКЕЕМ FOCUS 





Quick Time Events 
-< Quick Time Events in Shenmue keep... 


"they may be. This system has attracted · 





played Shenmue; but it works perfectly. 

Whenever it is necessary to react. 
` ` Suddenly, icons representing а diréction 
arrow or аснатбиноп flash briefly оп 
screen. А harmless example would be 
to catch an object before it 165 just 
tap A’ tograb iti- „аа yo 

QTEs become more complicated ав 
the game progresses. During stand- -offs 
witn«Mafioso types, the situation 
becomes tense You don't know who 15 
going to make the Ага томе, or what 
you should do wiien.it comes. Апу 
number of icons will flash on-screen 
during the next crucial minute. React 
quickly and you humiliate the group 
QTEs pull уой то the scene. In reality, 
the effect is as similar to Dragon's Lair 
as Рас-Мап is to Unreal Tournament. 


a 


' Quick Time Events are pid) to 
all EN of incidents. And it's not 
during high-action sequences 
igh that they жы effective 





Virtua Fighter maniacs will appreciate 
free battles in Shenmue. Ryo 15 similar 

to Suzu IKi-5 ап“ 5 other famous Character, 
Virtua Fighter s Adae. his fighting 
techniques use a Command system 
adapted from Virtua Figl тег -insome , 
| ways it's тоге complex ' А 
аты атша) ——— Б имез are executed by combinations 
| МУ М | of one punch button and one kick button 
used with D-pad commands. It's not 
exactly like VF, though – pressing up or 
down causes Ryo to sidestep instead of- 
crouching and jumping; a separate“ 
button is used to duck attacks. 


tackle more than one adversary, and it's 
important to have throw techniques 
ready, to buy time, and commands that 
allow Ryo to strike out behind. There are 
also counter attacks that only work И the 
opponent moves first – your reflexes 
need to be extra sharp. E 






- Free battle Бары isn't реди, complex, but it works 
гај beautifully. The accessibility of this combat mode means 


that taking out multiple foes becomes viable (right) 





~ 






К, you; alert 10 dangers, however sight E. 


Criticism from those who haven't even oe 


There are moments where Ryo must _ 


~ 
= 


EDGE 11 > 


PRESCREEN-FOCUS 





It would be an oversight, of course, to 
assume every player is а пашга! at ОТЕ5 
and free battles, and its opportunity for 
practice is one of Shenmue's lese: 
publicised charms. The QTE training is š 







perhaps quite obvious, but попе е 
claverly integrated. You find ОТЕ = 

machines іп the-Game семе - one | 
ва videogame; йаіег is more of a. 
physical challerie. дз Ыс half-hour 
session on these machines should 
serve to sharpen your reflexes. 

: What's especially impressive is Ryo's 
search for sparring grounds to brush 
up on free battle techniques. The most 
obvious place is the Dojo back home, 
where Ryo goes up against one of his 
father's students. Other locations useful 
for this type of practice come in the form 
of car parks and empty warehouses, 

Ryo's entire rebertoire is written on 

a scroll with commands listed alongside 
New- techniques can be obtained in 
writing, bought from a specialist shop 
and presented іп curiously decorative | 
envelopes. Friends who wish to help Ryo 
with his quest also step in on-accasion 
to teach Ryo something flashy, Until Ryo. 
соріёѕ his friend's.routine ПЕ is not 
allowed to leave — which may prove 
frustrating for those short on гдехі erity. 





Two classic Sega coin-ops are available 


to play in Shenmue — exact replicas of Yu | 


"Suzuki's Hang On-and Space Harrier ^— . 
They're Y100 per go – and since RYO Îs: 
rarely struggling for Change, it’s 
tempting to indulge entire days. 

Both games can be controlled иле” 

the DC's analogue Stick, which will is à - 

| dream come true for Mega Drive Hang 
f- .On Worshippers - now you can lean into 


Шеті those: cornefs just as you always wanted 


' to. Space Harrier, meanwhile, features - 


more enemies than the Mega Drives - rs | 


5 pseudo-sequet. With somebody standing 

` behind уой to yank your chair around — 
while you're hurtling full throttle and. 
blasting away, you might just forget 
Ryo's sensitive mission altogether. 








“Ryo gets to practice fighting in all 
manner of environments. А scroll . 
maps out his repertoire (top right) 


ii ~ mms 





When Ryo lands ; himself a job at the 
docks, he is told fo arrive an hour ea 
to compete in the morning's fona 
truck race Ryo" 5 buddy, 
starter's orders every moming at 
for five forklifts. . = 
Not only is racing а blast, but it also 
helps Ryo become an expert forklift 
you to get a job? Ryo's stint driver which enables him to get the job 


working at the docks is one done more ье The тог аге . 
> = most extreme exemples » impressive in the ir. own right, featuring 
enmue $ eagerness to noel 
simulaté real-life situations no mane 
Ryo spends six тыр working a5 а 


forklift driver, carefully Stacking crates. 
By the time the contract is up, you 
i or actually start to dévelop а real pride for 
ТӘ • your work. It's true. Only in Shenmue, 







- ж 27 =ч 4 


How many other games ask 





excellent cont 





H 


ТІЛІН 
» Nt | | 


Attention to detail is you've never seen before: Ryo enters the Game Center and is faced with a number of 
entertainment options, а darts. But who could resist spot-on versions of inei Harrier and png On? 














тле emotion engine 


Shenmue has entered new. depth in the 
art of storytelling — which takes its time 
to hit home, The game is far more 
expansive than the greatest of RPGS, 


with the apparent potential to be more c 
harder-hitting than epic movies, and ; 
4 occasionally more thought-provoking " Je 
than а respectable paperback thriller, =." 
There's something unique abouts > te ier 


= drama i іп such avivid GG “= ~ 
2 world. You spend hours-and days with Ls 
characters. You can get 50 close thatyou = — жеді 
even remember their. eyes. These people î ; dr 
gain importance оп an entirely different. HP 
level to that encountered in any other - 
entertainment medium, атана ern ЕСІ 
| Consequently, you find yourself - : 





The quality of character portrayal 
means that you build a type of bond 
with NPCs that has rarely been seen 







VD Ue _ experiencing emotions that were =p i 


теры EL г le-withi 
Taking it all in previously impossible within а 











vide&game. You developasenseof — 

Dutside the action scenes, Ryo functions - gentle. affection forthe kid who.cares — ^ 

as the player's eyes and ears. You сап “so. dearly for her.stray kitten. There's: -= 

wander about in any direction you 50 => E cold terror. е а growing гар for =e 

z= choose, which is useful in finding a : Am arae А 

Dd .- . location, or.when tracking down а friends. alóne make you feel ыз s ў 
1: ` - Specific person. It also gives you the uncomfertabie. When it comes to a= а. 1 
opportunity to stand still and admire fight, you: almost revel in it. mr 

the magnificent detail.in the game. | fe 

Shenmue comes to life thanks oe 



















i. There's even time to stop and pet a. | 
> cat or read the label оп a carton of 

^. -milk before purchasing it. 

Suzuki-san's team паз applied 50 


to its astonishinglocales.A | 
‘real’ game clock sees darkness 
descend (above right), and | 

‘real’ меа ё t a par too 










Ш 






соғ reality ae startling: Somehow, | 
Ue те the game would î not b HM те 
complete without it... 5, өс” > 














-ң a ai > 


Л 
Tu 
E ' 


a 


— 





ШЕ: ues emt г 

ioa A = hA | 
ONDE : леан the world of Shenmue = +. 

Doras When elements of fantasy and | l 





= commonly · spent patrolling the streets, 
ts" OF working the dócks. Conversations 
apad to.more conversations. You get : 
` involved with а: number of chores and 
fights. You Catch tHe bus. You feed the 
cat. You pick up your daily allowance. 
from the shelf on the way-out to get "SI 
some more batteries. If this were a 

movie you might say it's kind of slow to 

"begin with, followed by sudden drama. 
Hu chief among the unexpected is а 
_ *« character called Chai, а little bald- 
— peaded skinny guy who works forthe 

Triads. After a few days asking questions 

and generally looking for clues, to | 
| suddenly have him spring on to the 
Scene comes as à real jolt. 


In its bid to offer a super-realistic бурепарсе г ийе сап | prove a Знам. хрегіе ( 
(роуа left) hardly raises. the рида Виї this serves simply to ина the Hee E | 


a 








ғ" ғ - * в = тыз == = ' - m n 
PRESCREEN FOCUS | шерте 
. Ё = 





| = М — i 
" ү, |! "My Hl 
| и | шш ТІ? 
ШЕ | n "ҮП 




















5 Е ait à “Though you can't interact with | 
= - "everything in Shenmue, there are still ^ >» 
` а surprising number of gadgets to hand 
. Some аге essential; many are purely for 
- amusement. it's imperative, for example, 
to make the occasional phone сай Ryo 
keeps а list of numbers in his memo рад 
- you can contact friendsifür hints or to 
make important appointments. 
Likewise, it 15 necessary to visit 
the Tomato Marto to pick up certain 
essentials that will come Ит useful 
later. Other items are avallable at the 
store — зис as music cassettes ог · 
questionable quality — but-these join 
^ along list of spuridus junk. Güzzling 
hot Georgia coffee or adding to yoür  . 
collection of Sega-themed miniatures - 
Isn't going to | т ove Куо'5 сћапсез. | 
Edge admits to spen 
long pumping one vending machine - 
for a small NIGHTS figurine (though 
It was snagged eventually) 










Le 








The Saturn (above) is easy to find, 
which is more than can be said for 
its software. Phone use is essential 
(left); spending time collecting Ж, 
Virtua Fighter figurines less less so (to 4 | kx. 





Hiding the evidence 


The easiest comparison to be drawn _ 
with Shenmue is with roleplaying 
games. No obvious goal is offered to 
begin with, other thàn to avenge the 
death of Ryo's father. Clues to the 
ultimate mystery are unravelled one 
Љу one, from information offered іп 
piecemeal form by friends and family. | | 
Some characters just happen to be | E | i. + T 
incidental - such as the town drunk 
. who just wants to: - alone. Until 
you speak to p opi и don't know 
what they're hiding, or even whom. 
arhough sometimes you encounter 
the same conversation many times Эё 
over, it's equally true4hat Some events 
occur-quite naturally. Ryo тау just 
happen to arrive back home and receive 
a phone call from Hanazaki-san, his 
apparent love interest. Another time 
Ryo might get involved in looking for 
lost cat = because there doesn't appear 
ко be much else left to do in town that 
afternoon as netheads | back home | 
It's hard-to зау how CR! could have i 
improved on this illusion of combining 
circumstance with the obvious. 
Disguising clues among the routine ic 
 alladdstotheexperience. _ | => 












Characters Come in many shapes | 
and forms (350 in total), and : 
range from the harmless (left) 


to the mysterious (above) to the | TN. 
downright unexpected. (main) | 





^ 


4 ii EDGE 
















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ті раны: 
Зов а нш 44! 
Ht мит ПИЛЕ ЖЕЕ 





matters | 


Games are getting larger and larger, 
but who is actually bothering to play 
them? Edge investigates whether or 
not the ‘size isn't important, it's what 
you do with it' argument holds true 


hy do games, from RPGs to firstperson shoot "еті ups, 

Ww 50 frequently expect their audience to dedicate in excess 
of 15 hours just to view the closing credits? How many people 
actually spend the nme to read every last trial utterance or 
explore that final dungeon? And why do codeshops have such 
an unshakeable desire to produce bloated, 50-hour epics when 
a condensed, action-packed 15-hour equivalent could be a 
refreshing and refined alternative? 

Are developers being hoodwanked by the hardcore? 
Are codeshops preaching merely іп the converted alone by 
producing epic adventures that demand over 30 hours of play to 
complete? Looking at mainstream videogame magazines Of 
Internet chat forums, it's obvious that the most stndent opinions 
are often those of devotees. Metal Gear Solid, it т< said, is too 
short. Final Fantasy VIII, by contrast, is rarely стісѕес for its 
heavyweight 100 hours-plus of play time. Even Zelda: Ocarina 
of Time, a title that demands about 30 hours to complete ма 
the most linear route from start to finish, has been described as 
inadequate in length. 

Do game makers know their audience? Consider the most 
fated consumer demographic of recent years: the casual gamer. 


By definibon — as vague it may be — these are individuals for 


whom gaming is only an occasionally welcome diversion. 


Publishers are aware that while those who buy software on a 
regular basis pay the rent, it is the interest of the mainstream 
gamer that must be stimulated to maximise revenues. No true 
АЧ title can live up to its billing unless it captures the 
imaginabon of the casual cross-secbon — as anyone working 
in the PlayStabon market will confirm. 

Videogames have much to leam from anema (and, winin 
{ле next decade, the reverse may also become true). But at 
the moment certain types of entertainment software doggedly, 
and almost naively, attempt to offer expenences modelled on 
their celluloid cousins. A hardcore gamer accustomed to filling 
gaps in the game with his or her imagination — or the patience ol 
the dedicated practioner — is more likely to forge raw scnpts or 
seemingly endless wandering. The casual garner, lacking that 
experience ог perseverence, 5 unlikely to be as generous. Can 
the art of telling involved stones via the medium of console or 
home PC ever hope to compete with the Tekkens and Gran 


си ин 


ШШ 
«ЛЕДЕ 


— ACER ER 
[Tm | 
ЕЕ. 

] 


"E REP H 


49998 


ИИ ТЕ 





MGS uses tightly 
focused gameplay 
elements in order 
to maintain pace 
throughout the 
game. Around just 
about every corner 
lies something that 
will stir interest 





Turismos of the videogames industry? In Japan, of course, they already do. But in the 


west, that is very far from being the case 


Looking at the likes of Nintendo, LucasArts and SquareSoft, it can be argued 


that the standard of videogame adventures has never been higher. Even westem 
developers have grasped = finally = the importance oi measured сї er progression, 
among other, equally desirable, design attributes. But on the subject of size, perhaps 
game programmers have some rethinking to do 

Lacking the conformity of expenence of a movie or a book, videogame adventures 
can be an often solitary pursuit, where isolated events are scattered in among 
environment-based tasks. Whether action-based occurrences or story updates, these 


events are often the hook that maintains or increases player interest Could | 


argued, though, that cutting out a proportion of non-essential Dusywork — like running 
from one end of the map to the other, or attempting to use a mystenous, newly 
acquired object in а vanety of contexts m order to progress — would make games more 
enjoyable. more accessiDk ша it be that the omais НМУ genre 5 not the creative 
cancer that many perceive it to be, bul a tentative first step towards а design bnet that 
might be of greater interest to casual players than the likes of Айшаға or Shadowrnar ? 
Is big better? 

With i zet that few codeshops could ever aspire to, Digital Anvil's Freesancer 5 a 


ee желет : ғ i ES = > Lh ілі n | ڪڪ‎ аі - 
behemoth іп every sense of the word. And yet, as а PC title, its developer can make а 


lew basic assumptions that its console-coding equivalents cannot Adam Medhurst, 


art director at Digital Anvil, knows that PC gamers are traditionally well disposed 
towards large, complex titles. But does he fear that Freelancer is almost too big? Will 
many gamers, ather than the seriously hardcore, get to see every bit of it? 
“We have to look at the context when using the word Тар, КОДА Medhurst 

“The physical environment is indeed big... an epic universe, which 15 ed by this 
section of the market If the game, or at least the linear part, takes over 40 hours to 
expenence, is that big? It really boils down to the playing style preferred by the 
individual. In Freelancer, the gamer builds up their status in the universe in а vanety 
gi Ways, tom quests to та ling over many gaming sessions Ail ріауе зг МА ill h аме ће 
chance to see the majority of the world at some point. | am not sure if it really 
matters that not every single inch of the game is seen 


Tu T а (фе 
| believe that interactive entertainment should not be disposable. Therefore one 


А = T B co Ба ый: ы Бө ч 
P г ' г T oit а, nid Р а сыы [. Fn PAR - І = 
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а 
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{ marty kinds. To allow the scale of the game needs to be репегси is. A [агре 
ee Eha је у 4 i mut елите ГГ wee put or nera, The 
г C] j 11 4 МЕНИ ШҮК Û \ 5 = = 
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ТР! res 4 у E " matar Ga Ру un J- wach = ај = 
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стаје | Г T iji pei ceri tu | EX er i»pmDuwide a TUY aL xD d 
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imrmeree enmynmnmrmernt nne mat not onm nes 2 TUe љетње Oi Spa e, DUL ШЫ. 
j i i В А да = г тіктігі ov = я и cn Ярыш 
= j= а | - Lm - Fach ane ri Tents 1 3 "С | рыз 
provides а mgn јеме! ТИРТАӘСТОГ and сеп. A game or iris genre SMOLU ТЕС 


While the likes of Conflict: Freespace and НИюг offer bite-sized set pieces 
Ereelancer ambitiously opts for an open universe, û la Elite. But the days when simple 
vector graphics were sustenance enough for hungry imaginations are long gone 
Players now expect sul h games to boast visuals approaching those of СО sequences 
from similarhy themed sci-fi mones or Гу shoves. | tering E larg BE оса ale, vaned visual 


content 15 ап expensive Dusiness — as Freelancer 5 current cost, at over $20m, attests 


- MX 


SIZE MATTERS 


‘perience of a movie or 
a book, videogame adventures 
can be an often solitary pursuit, 


= а га ығ E a HE чи ғ ШП > жш ” ғ. F | Шы чыш 


жэ жыл um = = == 


are scattered іп атоп 
environment-based tasks 


Such resources are beyond the wildest 
aspirations of most codeshops, but 





Medhurst firmly believes there аге other 
ways to achieve this goal without 
employing an inordinately large in-house 
art staff. The solution, he proposes, is to 
employ extemal talent. Until recent years 
this was practically a taboo within 
development — expensive and impractical. 
"ме used over 50 artists out of house, 
from over several art houses all over the 
world,” reveals Medhurst. “From conceptual 
illustrators in Hollywood to 3D art houses 
as far as Russia and Vietnam. It allows me 
to build several parts of the game at the 
same time — and tt also enables me to 
move faster and achieve continuity across 
the board trom an aesthetc perspective. 
Companies can take economic risks Бу 





constructing huge in-house art teams. 

"Obviously this methodology takes a 
great deal of organisation, planning and 
communicabon for it to be successful. But I 
can honestly say that not only has it really 
worked out well, it has been tremendous 
fun. The model lends itself well to the 
production of large projects like Freelancer. 
| see no reason why it shouldn't be as 
useful for any size af game” 

Do developers physically, or financially, 
have the ability to undertake such massive 
projects? "It seems as though the constant 
decreasing cost of backing storage and 
RAM has resulted in more physical 
content,” offers Medhurst. "With tumbling 
hardware costs we should also consider 
the increases in processor speeds in line 
with and above Moore's Law. Faster 
processors and cards have been tumed 
over to handling the Al and rendering 
components in the game's loop. Why not 
use these added cycles to auto-generate 
content? Algorithms for auto-generative 
landscapes, interactions, textures, audio 
and characters — and so forth — all exist, 
yet developers still spend a large amount 
of time physically designing and prescribing 
these things to the gamer. Although there's 
a case for consistency, there's also a case 


for uniqueness and the unknown? 


EDGE 49 № 


SIZE MATTERS 


2:24 


98-48 


Sonic Adventure (above) and 
Soul Reaver (right) are - in many 
respects - flip sides of the same 
coin. Whereas Sega's title is 
broken into bite-sized chunks, 
with plot as the glue that binds 
them, Soul Reaver is а large, 
continuous epic. Sonic is a game 
you dip into; Soul Reaver almost 
demands extended play sessions. 
Why must episodic design be 
restricted to certain game styles? 





Growth industry 4 


Acclaim's Guy Millar worked as crea 


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Spoken like a true hardcore garner So what did Millar make of Edge's line in its 


Shadowrnan review, where it was suggested that many gamers with the requisite free 





d from doing so, due to its adult content rating? 


с 


ime to complete it were kids prevente 
"| think as far as Shadowrnan was concemed with journalists... well, it takes at least 
two to three hours to get into it. That posed certain problems with the reviews...” 
Steady оп. Edge's man clocked around 35 hours with Shagowman. 

"Those first few hours were, with hindsight, a bit dry" Millar continues. "We've 
changed that with Shadowman 2, as | don't believe initially there was enough of a 


‘shook’ to involve the player That was a problem with a few reviews’ 


So what about the accusations that Shadawrnan is too sprawling in places and, 
worse, positively unhelpful where directional pointers are concerned? "There's 


somating in that,” admits Millar а major prabiern in Shadowmean that you can 
get lost and not know where to go next. As far as the design is concemed, if you keep 
searching you will find a way — some find that very satstying. And there are always 
strategy guides ог the Internet to help you: 


So why does it not have a hint system, such as Ocarina of Time? "| think it can be 


SIZE MATTERS 


How long - 50 hours, 15 hours, 15 minutes? With Shadowman, 
' Silent Hill and AVP, the time required to reach an end or 
satisfactory conclusion differs wildly. Which game gets it right? 





compact levels in a way that not even Hal-Life can rival. Does Rebellion MD 
Jason Kingsley favour the episodic approach? 
"It depends оп the type of game you are trying to до, he claims. "If youre trying 
to do a fully immersive roleplaying game, you manifest your episodic inclinations in 
115510115 and things like that. But with AVP, it's so difficult, so frantic, we wanted to give 
players staging posts — a feeling of achievement. It was deliberately designed like that 


to give people a sense of progression throughout the areas’ 
Does he believe that the mainstream gamer has the time, or, for that matter, the 
inclination, to invest countless hours on an adventure? "| think your average gamer 


does not. But the hardcore gamer will spend all their spare time doing just that We [at 





Rebellion] like the idea of games that give people value for money. If you get three 


solid weekends or 15 evenings of play - and I'm just plucking numbers out of the sky 
here = as opposed to 50 evenings of play, youre still getting pretty good value Tor 
money. More importantly, a more approachable size means that you're not wasting 
your efforts in building a game that most of your consumers arent gomg to see 


m 


There's nothing more frustrating than building а game where half your players give 


"There's nothing more frustrating than building a game where half 
of your players give up a third of the way through. It's important that people 
get a sense of achievement. And the learning curve needs to be right" 


a problem as far as suspension of disbelief 15 concemed. The raison d'étre when 
making a game like Shadowrnan is to make it completely immersive. If you get text 
reminders popping up on screen, it might make you recognise that you're not actually 
there. Nintendo is goad at this sort of thing in cartoon enviranments like those found 
in Zelda and Mario games, but in a game like Shadowrmnan its difficult to do because, 

undamentally, although it is in a fantasy land, it i& supposed to be realistic, 

And that is а problem central to videogames. How do you maintain an 

atmosphere and a consistency of expenence for penods of time that films, or even 
works of literature, barely touch upon? Surely that it is something that will only become 


clearer over time, as technology enables rather than restricts those commanding it 


Looking for some action 


Whereas many developers might have approached а project like Aliens Vs Predator 
with their creative juices soured by cinematic aspirations, Rebellion’s interpretation ot 
the brief is a videogame first and foremost. The distinction is succinct. Broken into 

Гу d 


bite-sized chunks of high speed action, Alien vs Predator is a critical, commercial and 


cult success. Part of its appeal, Edge is often told, is that it maintains tension within its 


up.a third of the way through. №5 important that people get а sense of achievement 
And the learning curve needs to be nght. People do go too far іл building big games 
But then, in many ways, | think same don't go far enough. They һауе the size, but 
you're not actually doing am di There are some examples of games that I've tried 
to play but got sick and tired with, ||| be playing them and know what I've got to do 
but I've just gat to walk too far to-do it Or you get the other phenomenon — that you 
can see that the testing is very thorough for the first third, less so for the next third 
and the last part is kind of chucked together. Games should be tested and refined 


thoroughly all the way through’ 


One problem that used to be rife in videogames, and which still rears its ugly head, 
is where ill-considered graphical touches and gameplay devices callide, Every gamer 


must have experienced this at some time or other, and the dissatstying search for a 
solution it creates: the act of st тайпа against in-game fi furniture while tap xping an action 
button, desperate for some kind of response. Спаја is familiar: with this flaw, “We 
always stress with new artists that if something looks like a door, it has to be а doo 
There's nothing more frustrating than showing somebody an entrance but isn't, unless 


it says clearly: ‘I'm welded shut!’ | draw parallels between this and some of the very old 


EDGE 51 


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adventure games. You knew what you were trying to do — you just had to find the nght 
phrase so the parser could understand, 175 frustrating, because you've already solved 
the puzzle, but you can't tell the computer you've done sa" 

One criticism of larger games is that their designers often like to draw out а game 
with mindless busywork. Naturally, not every moment сап be a scintillating set piece, 
but endless trawls through non-interactive locales can be dangerously tedious. "That's 
a dirty old trick, to multiply the size of a level or area,” observes Kingsley "It depends 
how it 15 done, though. In Alen vs Predator, there are deliberately areas where nothing 
happens, We use this to heighten the tension = it's а specific feature. Sometimes, you 
need those pauses simply to relax before the next big dramatic scene. Differences in 
pace are important in a game, but need to be there as a creative device IF they're 
there for the wrong reason then lulls are bad, cheap and easy" 

Should developers consider using mone extemal talent? Would writers with a keen 
арргедаћоп of how to create а watertight film treatment be а boon in the process of 
scripting both gameplay and narrative for а wdeogame? Kingsley beheves there 5 much 
for industry practboners and their counterparts working in other mediums to leam 
about differing techniques or practices — and, in some instances, undeam. 

"| think there are overlaps, which are significant and wiil grow more so. But 
woe betide anyone who thinks that if they're a film-maker they сап make a game, and 
vice versa, without going back to the beginning and learning again. Пт sure there are 
lots of scriptwriters who are talented and want to work on interactive scripts, which is 
great. But they need to leam so many simple things. You can't have а decision tree 
that splits into two and have 28 of them, because you'll have six million endings, 
which isn't practical. The plot strands have got to spread and come back, so you 
have nodule junctions in the story. You can't have it going off at random" 


A question of time? 


Metal Gear Solid is a classic videogame. As awkward and unrefined as its plot may 
be (the translation from Japanese to English is rarely kind), its high-paced action is 
condensed into a predominately gripping 10-to- 1 5-hour lifespan. Does that fact relate, 
in any sense. to its commercial success? А connection surely eist. MGS's distant 
relative, Final Fantasy Vill, could almost be described as more interactive storybook 
than game: It 15 almost the opposite of Hideo Корта 5 masterpiece in this sense. 
The former entertains and immerses the player with vanable play. The latter offers 
hour upon hour of dialogue as an integral part of the gameplay 

However, the two 3264 Final Fantasy games are almost an anomaly. With 
production values that are the envy of the industry, Square сап call upon resources that 
few developers can ever aspire to. To complete Final Fantusy ИИ, and doing so in a 
manner that takes in its side quests and secrets, requires 40 days at three hours per 
night, or 60 with two. That Square maintains such a high level of entertainment 
throughout is testament to its financial clout, and the legions of creative staff that this 
allows. When other codeshops attempt to work to a Final Fantasy-style bref they 
invariably fail, Their games are too big, too sparse, They are almost desolate Бу 
comparison, with infrequent hook events punctuating hours of low-budget exploration. 

There is also the fact that some western developers fail to grasp the degree to 
which the industry is driven by Japan, There, with а far greater proportion af what ме 
would describe as hardcore gamers, the heavyweight RPG is a staple of many software 


4 52 EDGE 





| 





diets. іп Europe and, to a lesser extent, Amenca, that's patentiy not the case - i's 
unusual to see an adventure game top the retail charts. 

Edge recalls an interesting topic of discussion after Final Fantasy Vil enjoyed its 
bnef sojourn at the top of UK sales charts: many store owners were suprised not by 
the tate by which units were leaving thew shop but the rate at which they were being 
returned. Apparently many of these players simply couldn't relate to the sprawling plot, 
or lacked the time and patience to make any progress. 

In conclusion, it's hard not to lapse into sub-sociological musings. Statistics could 
be cited to suggest that nowadays people have more demands upon their ime than 
ever before: they simply lack the time to play games for three, even two hours a night. 
How сап you reconcile completing Ocarina of Time, Silver or Shadowrnan with having 
а job, a relationship, or even а few altemative hobbies? Does the much discussed 
golden goose of gaming = the chic, PlayStation-owning dub-goer — рме a damn that 
a specific piece of narrátive-driven bloatware was a labour of love for its designers, 
and took almost three years to create? 

There were anguished cries from certain quarters when Sega announced that 
Shenmue would be broken into digestible episodes. Some might argue that this is 
ап exploitative realisation of potential revenue, or a manifest demonstration of Yu 
Suzuki's pertectionist nature and power within Sega. Or could it be one of the 
most inspired deasions in recent gaming history, nevealing clanty of vision, an 
understanding of a wider audience? After all, if a tree falls in a forest, and = — 
no one is there to hear it, does it make а sound? as 


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Hideo Kojima was 
the director of Metal 
Gear Solid, a game 
Edge believes strikes 
a fine balance 
between scale and 
compulsion to play. 
Who better, then, to 
offer opinion on this 
unusual issue? 


Edge: Do you feel that games are in danger of becoming 
too large, that adventure titles requiring more than 20 
hours’ worth of play time are making unreasonable 
demands on gamers’ time? 
Hideo Kojima: For the typica! person with a jon the 
play time of current games is definitely too long, There 
аге games ош there that seem to make you waste your 
precious time and don't serve as entertainment Some 
RPGs have too many time-consuming enemy 
encounters that have по meaning in the overall story 
However, one mustn't forget that these battle scenes 
can contribute to the unique fun of games. This 
means that (Е this Interactive portion Is fun enough, t 
will not be seen as a burden, It is not a matter of tne 
overall play time. but a matter of whether or not 
this moment is fun. This is like trying to classify 
objectively whether the period you're going out 
with someone was long or short. F you like that 
person а lot, you want to be with them fora 
long time Some couples only last for a few days, 
some couples last for a lifetime For those who 
can only compare game entertainment to tag- 
hour film entertainment, the long play time 
could be tougn to endure. 
Edge: Some hardcore gamers criticise 
Metal Gear Solid, believing it to be too 
short. What would be your reply to that? 
HK: Obviously tne play time for MGS is shorter 
than that af RPGs with a lot of enemy 
encounters | believe that the fun element and 
the density of the contents in MGS is not Inferior 
ta those games. There are a lot of games that 
are made of similar numbers of events and 
scenarios, Dut which force you to go through 
similar stages over and over – then try to give 
variation to the game by raising the difficulty 
level within the game In MGS we tried to get 
rid of such time wasting and aimed for pure 
enjoyment of te contents at a pleasant tempo 
Ido now regret that the temperature morphing 
card key event in Metal Gear Sold wasa Dit 
repetitive though. 
Edge: Did you envisage MGS taking 
between eight and 12 hours to complete? 
HK: The overall play time was only determined 
after we put together all the components of tne 
game. What | think of first is how many events, 
traps, enemies, bosses, cinematics, etc, would 
satisfy the player | then lay them out ол a timeline. 
Only after this stage can the play time be 
determined. This intended playtime in the planning 
stage has nothing to do with the actual playtime Of 
the finisned game. For example, if the running speed 
of Solid Snake was slowed down by 50 per cent, 
the game would take twice as long. After we пад 
combined a bunch of enjoyable components in the 
game апо linked them, we ended up with between 
aight and 12 hours of gameplay There's nothing to say 
that a game has to be limited to two hours, like films. 
Edge: Metal Gear Solid has extras that players 
can only get to see by completing it. Do you think 
that developers should concentrate on making 
tighter, focused but shorter games and appease 
hardcore gamers by adding special features that alter 


SIZE MATTERS 


the way the game plays for the second time? 

The scenario in ап action game is 10 limit the freedom of the 

player within the game Without this зсепапо, there is no sense of 
aimmosphere and involvement, The mission "You are а spy, Avoid being 
found and save the world’ is one that makes the player feel involved. 
The scenario in MGS is merely a tool to make the player dive into that 
world and enjoy a feeling of infiltration. In reality one would probably 
like to play in a less limiting environment. That's why for those who 
have finished the game, we Include a mode in which the player can 
play more freely without being bound by the scenario. As you will 

see in the Game Boy MGS (or as you can already experience in MGS 
Special Missions), future games will probably feature a mode In 

which the player can play Ene same stages or in the same map Dut 
with a different mission objective, This may become the trend: the 
player learns the game system and action components in the main 
scenario made, and then use what they have learned in the 
subseguent Missions and bonus stages. 

Edge: Do you think it's easy to distinguish the difference in 
value between something that is compact, yet packed with 
individual events, or large, but rather repetitive? 

HK: Something with high density is preferable, of course. Total play 
time is not what's important. How many adventures and events and 
Surprises а game continuously presents is key, Crossing a 1,000-metre 
bridge with 100 identical battles is not fun. Crossing a ten-metre bridge 
with ten different enemies 15 definitely more enjoyable. However, | da 
not want to reject the igea of a 1,000-metre bridge as a tool as long as 
it 6 well presented to the player. 

Edge: Do you think it's possible to tell a story on a par with 
films if it must be stretched to fill up to 30 hours of play time? 
НК: As long as the ups and downs throughout the story and plot are 
well designed, it is possible. All existing games are errand games – 
gares where you must сату out actions to get a result. No story in 
any existing game, including MGS, Б a real story in the true sense of 
the word. The final objective in а game may be to kill the dragon and 
іне entire scenario simply makes the player collect items and 
information until they are able to do so. In adventure games, people 
are forced to look for the key to unlock tne door. If the player has to 
keep on doing this for 30 hours there is по scenario ог drama. IP 

fact, there is а simple lack of drama. Even if the game is short and 
composed of à series of item collecting (‘Get the orb to obtain the 
sword te kill the-dragon...’), it is-still an errand game. And during 
playable, interactive portions of the game, dramatic direction cannot 
be applied. This is why it is important that non-interactive, one-way 
demos must be shown to enhance the significance of a particular 
line or scene in the game 

Edge: Do you believe that games will become shorter as a 
side-effect of increased development time? 

HK: If the game project prioritises reality, that would be the case This 
is a critical but paradoxical issue for scenario-based games with 

the pursult of realism. 

Edge: How do you think game-size issues will be affected 

by the advent of new technologies? 

HK: All of wnat уе been talking about nere is one of the first debates 
to take place with the introduction of PlayStation? In order to create 
realism-based games for Р52 with the same volume as similar 

games for Current consoles, development time will mutioty integrally, 
In 2D, creating a park involves simply drawing a picture and placing 
sante characters. But in 3D, the entire park and background, along 
with the characters, must be created in three dimensions. Now we 
must deal with fountain water sand in the sandbox, time and weather. 
Facial expressions must be enhanced, and there must be teri fingers 
on the hands. Everything in the park must be tangible and, ideally. 


interactive. This goes on forever So what becomes more == 


a ~ ЈЕ 
/ 


Important than ever is what the designer sets as a top priority L= 


EDGE 53 


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Aas бата prepares to enter anew era, 1 Edge salutes the achiew 3 


mithe last 12, months of interactive entertainment У 


| ~ 


ruth be боја, те last 112 months 273 7 
iT not been kind to thelfype of liaeogamer | 
who buys Edge every month. agp 
Just as the tise in popifarity of velat 
gaming gave lite to a crashing М: суп іші. 
савћ ил titles ав ће “aos dr 999 
saw the: coi “шшр | of ti сл 
licensed titles бетер NOE 
resulting apathy атой mote B тч УЙ pu in ег 
naturally reached almost ta gible leve 
Which is not tO 'Saythiereis em s 
to recognise ав 2722 100ks | back fa 
fact, the state of the dusty pai 4 тін | 





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во ра at кезі it ая. оты 
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Japanese: harawafe є engineers, 
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EDGE AWARDS 2000 


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Vivarium 
Dreamcast 


JOEA 


The сий of virtual pets taken to its 
extreme is the core of the Seaman 
expenence ~ and it works. Hatch 
the тап-тасео fish from eggs and 
communicate with them оп a daily \ r 
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Rebellion 


PC 


Fox Interactive 


to be played, but по one has d 
with the panache of this thr Ре-уау 
Class fights diterenthy, and 
ultiplayer variations are huge 


Konami 
"iaystanion 


Konam 


Other games attempt to годе tne 

| PlayStation's visual inadequacies, Dut 

| nere konami uses Its araw-distance 
spins to chilling effect by draping 

| atmospheric fog about the place 























Graphical Achievement 


The most immediately gratifying part of the mix, and one that patently separates the men from the boys 


shenmue 








Developer 
Format 


Publisher 








Soul Calibur 





Developer Namee 





Format 


Publisher 








| Homeworld 





ти n n e [- Ц D | Developer 
EE t. ==. Format 
Publisher f 





Technical Achievement 


Perhaps the most difficult aspect of a videogame to mark out, but arguably the cleverest 


























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аа ІШ 


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tar Мане ЛИНЕ ШІ? ПИРА: + 
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| = | + "WI M du М НШІ NIE T. A 3 
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Format 


Publisher lake 2 





18 mont Higden & i MO 07 21. 
| тј кэ? gn iF i Рета в | 
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Soul Calibur 


Developer Матт 














Format 


Publisher Namco 





Soul Reaver 





Developer | сутегі MN | runner-up | 


Format өл? ج ص‎ а 


Publisher 2005 





EDGE AWARDS 2000 


Audio Achievement 


The days of turning down the TV and slapping on а CD are long gone - now, soundtracks are to be celebrated 





Medal of Honor 









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Final Fantasy VIII 


runner-up 





DMA Design 
PC 


Gremlin 


Wild Metas dynamic sample layering 
system helps create а realistic world 
where every object has an arsenal of 
effects associated with il ~ each one 
triggered by increasing ргохитигу 


Sauaresoft 


Developer 


Format Aay Staton PE 


Publisher Sony/Eidos 
Probably the most lavish sounding (and 


jooking) RPG ever, Square's flagship 
brand continues to delight gamers with 


it& rix Of haunting Character themes 
and recurring incidental music 


winner 


Dreamworks 


Developer 


Format PlayStation 


Publisher EA 


меда! of Honor takes the interaction 
between movies and gaming to a new 
level, thanks to the involvement of 
Steven Spielberg and, at least 85 
signicantly Michael! Gicchino, who 
contnbuted a supremely weti-paced 
score. The talen he ваше 
Symphony Orchestra create an 


түлесшуе and tense amospnere 


runner-up 





EDGE AWARDS 2000 





2 "^ L ұғ ШЗ 4 Inm m ШЫ s 


0 ار‎ 4924 РГ. АНИ 1 4 м 


т 
атқ 


Seb mai т 


#7, zt LT wd i м 
Nvidia | E шын TEE LUE T 


HS FET - 


wad УТЕНА МЕ 


Boards from £200 


Everyone knew it was going to happen, 
just not in 1999, Миса 5 GeForce 256 5 
the first graphics chip to take transform 


and lighting calculations from the CPU | 

freeing it up for better Al, physics алі B 

collision detection, Next year's games _ MI 

should play smarter and look сезге И 

thanks to the 23m transistors | ы “НПИ аи 

Crammed on to this siab of silicon | Мм ا‎ Ns 


it doesn't have anything like the Game 
Boy's software brary, but SNK's cute 
handheld kicks Its competitor into 
touch where grunt is concerned 

Try NGPC Sonic for ample proof 





it may not have been specifically 
апей as a gaming product, out the 
1 mouse jio ship with a laser tracker 
in place of a ard бан is beautifully 
jnally effective 





erie Developer Software REDE 
DECIR ДЕНЕ 


A i po 
ғ Ел те | Publisher Sega 


Р = ааа = id Г — 
| үнін ы" ТЕЗ 
а j 
. Ж Edge admits initia 
е; Бан? НЕ: ones | || earning of Yu Suzuki's ambition to 

Nation titie based о 
: The 


кетігі! 


alleng Ze race series 
de en E Г = | 0 M 
{i ІШ gl Гат ІМ БЕЕН гі с m ІҢ 


the instantly gratifying titles. usually 


found Іп arcades Seemed а ІШЕ odd 


involvernent 15 utter y astouncdir E. 


idi ‚бш, 









Developer 






Publisher 


fast-paced and tense 
jon ta the mix. The result is 
тт | ери ЈЕ 


amilar and северу addictive 





Brave Fire Fighters 


runner-up » б | Developer | 


= Publisher 


profess ion 5 с | mi. Наб on 5 Brave | ге 


r & ет rf + мыл 
ГІБІЛЕГЕ |S Instantiy ЕГТЕТГІЗІПІПІЕ, EE alse 


ath of fresh air fram 




















Developer of the Year 


A category fought out by a number of pam Dep but only the m most consistent could dift the trophy 









Formats | Dri a5t/COIn-op/ zm ЕЕ т" | pi P l ЈЕ tn. il narî CO 


Headquarters 


att 


6 
9% س‎ T m EMI 


i und ] Wn 
lit MINA hi 


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| 
ТШ» TTE 








Formats 


i к. а TTA 
Headquarters k ТГ. е. ыы 











TESTSCREEN 


TESTSCREEN 





The definitive monthly assessment of the world's latest videogames 


Driving alternatives 
OW refreshing (Т 15 IO отын ІЛГЕН Orvik 


Ш games in the same monin that offer more 
than merely the usual A-to-B formula 

It's not that circuit-based racing has suddenly lost 
its appeal = particularly when you're taking about 
racers of GT quality = but the prospect of getting to 
grips with yet another developer $ absurd and гееріе 
(апо ever apsurdly їееое, on occasion) attempt at 
bettering Gran Turismo can nave the nasty side-erTeci 
Dt! sending neuronas into permanent standby Mode 

Attempting to create something to stand proudly 
alongside Polyphony's GT series 15 a futile exercise for 
just about every codeshop. So It's with no small 
amount of pleasure that Edge samples Beetle Crazy 
Cup, Rollcage Stage и, and Crazy Taxi within column 
inches of each other If nothing else, its proof that 
there are Ceveropers out there prepared 10 venture 
off-road with racing concepts. Granted, Crazy Taxi 
has been around for 12 months in coin-op form, but 
the opportunity to play it without the accompaniment 
of a роскенш of pound coins has granc appeal 

Of these three great titles, RallCage Stage || 
emerges as the one offering the mast complete 
videogaming package while valldating developer 
ATD's claims that its effort was always going to 





бе more than a simple, exploitative rehash of 
previous code 

Sony recently sent out a message to each of Its 
PlayStation and Playstation? licensed developers 
warning of the dangers associated with Churning 
out endiess unoriginal sequels and copycat concepts 
The company urged them to come up with nove 
ideas їо break put OF tnis destructive cycle апо Bring 
the emphasis back on attracting gamers through 
innovaton. And it's about time. For the rast three 
years Edge nas deen asking SCE! executives what the 
company was prepared to do about this predicament 

In Some respects it’s surprising that Sony Маз 
adopted such а proactive stance, After all, it's difficull 
to imagine the suits in Sony's vast music division 
sitting around a table bemoaning the lack of 
imagination evident among gir and boy bands 
Rather, their debates аге mare likely to concern 
exactiy what тет company can do in order to 
grab a larger slice of this most cynically conceived 
sector of the popular music market 

Does this mean that the videogame Industry 
5 growing up more quickly than the music trade? 
Not necessarily. But the Signs, driven by the 
likes of SCEI, bode Surprisingly well 





What do you mean, there's not sarily a finish line? Edge's racing skills get rattled by the 
emerges af teres Stes етот => Е ы 





oe‏ ی 
Every Issue, Edge evaluates the‏ 
best most interesting, hyped‏ 
innávatige ar promising gare‏ 


n а Rog OF Тет, where we 


е А game recening à 
B y competent Tie vem 


bul АЛ icm 


nanceable flaws 


Gran Turismo 2 


oints above average and (PS) SCEE 


пате and balanced, Nr 
avyerape пате Hesses An 10 ТИПІНЕ «cr Га ni TTA ne nad a8 eagwy ОТОНА ТЕО 
average mark — гї, аз rrr back’ course must exist in the Japanese version 


believe, seven out of ten 


= 


formulae, courtesy of SCEE, Infogrames and Sega 


SFI W impact 
(DC) Capcom 


LA = АЕ 2 








Colin McRae Rally 2.0 
(PS) Codemasters 


Edge tean 


game even the art staff 


butthisis one belief in the title's solic 
равно у апо tectnical 


сап get ine heads around mprovements over Смат 





Index 


The Sims 


Crazy Taxi 


Beetle Crazy Cup 
Berserk 


Mario Party 2 


page ба 





page 68 





page 70 








TESTSCREEN 








| Afire gets out of hand and claims 


should be – you don't develop 
deep concern. (Above) Layout 


| a life (right). It's not as sad as it 
depends on the Sims living there 
 — —A— — — Жа ._ 





Certain possessions | 
are obviously vital to 

a Sim's life, so it makes 
sense to buy them 

before blowing the 

family jewels on a 
1000-54-Н living room 





> 


hes 





ғ" " ntm ни ја Р на 
ITI ALY SULA! зава таш 


jm qe pus p mud П 
IESS rec | 
Aura wire "ита on а feria 
= т ) ү =н "де јин A 
i 
І 


effectively, 


he-street city simu lator î 


a prettier Sim City 2000 


a y pu m. قو‎ mom 
Maxis Surely nasn't abandoned 
ne uta! ааа 
ы ғ 
m Ë = т. Ta RU سر‎ алімі тәг ЈЕ. 
ТПЕШОШГОНЕ, GUL NOW IL 5 tacking Пе 
= = |, frr pr =g - 
problem from both directio 
pette ster and more 3D Simi Ст 
E - rr TT I FERME mm [a 
3 5 = aL 
LT uH РА OT TEN L ale ATT 


citizans an 


ne res ЦИ 


d their Suburban castles 


15 DT | an 


With) tier тап 


uw Tar 
ny Suus 


id television sets rather than the 


outlandish beasts of Seaman, 
rre "c ami Ta =| "i T 
kal Т. = | ng G Е ы” 
artificial Ife game Is effortless 


empatnetic. 


ut there s 8150 a 
But there s 8/50 a 


potential snag. Just as Final Fantas 
W's characters prov 


realistic enough tc Justify abandoning 


ed not quite 


ЕЈ = 


In some genetically modified space 


e л. Я4 = же = г г ы у = - 
gibibon. (It took a decade of innovation 
|| * cog gu + "= "a Im n 
fantasies ot Doom to tne realisr Df 


= 
Е 
[un 
1 
Ea 
ы: 
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= 
Un 
г" 

i 
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m 

r 
Ў 


But The Sims succeeds by keeping 
© Sill НГ 5 р теспе 
ша > терпе 
5 гіс поп | ка K Ti Ny SUTO E | | 
ri mms Pug a i 4 mir РА Ру 
Theme Park-style pictorial DUDDIeS. 
Li жə аа Т ғаға dem - = Imr y co me 
YOu don't see them at work, The game 


ii праг! a = 
JV Ж Du Pir П Б вы 
ті ТЕ mpi ТЕ = H Bal. = 


ме Bot 15 ап nfinitely 
versatile house con 


struction Kit which 


кы кй # ғігалғазғғ AAiire nli 
ы ШҰ! -3 к 2, ELE а =" || 


тпптакгтітсінгін m e Hall - * 
ILU ae И қ. | L елү ES | 


whoever you put in there. 


| You can order Sims about, but if you're not on their wavelength 
they'll usually refuse. It's down to а Sim's personality. With 
just a few statistics and a star sign, differentiation is achieved | 


66 EDGE 






building Sims houses а 


things with thair wage 
= لب ب‎ " LE м - эш LES |: 5. 


“ги! сап ardar 
ығы VE! ш ыс 


та 
E 


Rar = mU + = & LE xu ғ-ға gh gem mmi 
gui мы yu | | 


wavelengtn they il usually refuse, 
ІСОКІПЕ Straignt at you and shaking 


‘hair عله وط‎ ани د‎ nium: ју" ^i А" 
[| leads Vy ІП Ка ы git nive uh-u 


TRAF ws 1 alanat 1€ ГЇ г ~ = 
Џ 39| а. ы Li 
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Sim's personality. М ta few 


Statistics and a Star sign, reasonable 


differentiation between the citizens 


ғ т" m m ~ re ==" 
2 d p. A A = ыз = алша г 
atrantion So АП Гү ГИ remm Homan n 
i F = РМ и] | - 


'Rainman', they've got ле social 
om Cruise. Watching their 


encounters is highly enerossine 
ےا‎ дале м т а "imm 3 

ы за tach r ЕА Р ab Se 6 = 
aedi ТЕГИ Еу ЕКЕ а 


possible. Торе 


motivates The Sims. Brilliant 


awer game А! 


loose edges. Recall the s 
sour units take in even the most 


ІШІП ГС JL ites 


РА АЕ RTG па a | а 

СЕЛІ [ - E Ji ӘН ҰЮ | || 

P Les Р = h Ried os = = 

СОНИ. MOAI си ШИТ РАР 150 
E 


huge achievement. Here's a game 


wy ме i “əн № A a beum ғ 
WEE үш бап GUNO а house ofa 









Тһе Sims redefines the 'kitchen-sink drama’. The house сап be viewed іп 
various levels of undress, and also rotated to allow the ideal action view 





shape, fill it with bric-a-brac and then 


- = halla геп time around їп nary 
it di dg UAE эз alt п TO Darty 
m pm, ғі | ~ m oe seh mia 
ап ву can 5 PEDUSIe ва Dine 
i got manr | m Tha Ата he آم یم‎ 

Б Li 


stand-off in a kitchen doorway 15 the 

exception, proving the rules work 
Actual interaction between 

Sims and their world is slightly less 

accomplished, although still the best 

yet. The Al's trick is to have nearby 

objects (televisions, computers, beds, 


etc) all bidding to attract a Sim's 


attention, with Success argen 


depending on their current mood. The 


Cine мега arc Fiiuks lane ae 
зы ms We I а па 2-апо- aW Wü ud 
г om gem md Lm CY гет I pde Ба F 
JE 4 | E lalt ~ ] гі 

"1 س‎ тегі gg m Dp + 

| ы | ( Me as ni SUIT rica 


anyone familiar with children or the 
Teletubbies that they tend to do the 
бата things again and again ~ ап 
expensive bookshelf or piano will not 
be seen as more appealing than the 
TV without your intervention, Still, 
compared to most A-life denizens, 
rhe Sims has renaissance men 


Theoretically - although it's not 


xa [21213 9 ағы 3| I] T [f 





It's difficult to keep a lone Sim alive. They are social beasts, and you'll 
find that they tend to pine for company. Equally, they can end up broke 





apparent for тапу hours – The Sims 
is actually somewhat limited. Maxis 
has played it too straight with the 
body types and personalities, while 
the toys run out sooner than you'd 
expect. The Sims' Web site will help, 


offering hundreds of downloadable 


m 

Dbjects and new Sims, plus the tools 
to create them, though that's not 
much comfort to PC users without 
access to the Internet 

But perhaps any gripes can be 
put down to the old 'Oliver Twist' 
syndrome – you can always ask for 
more, All things considered, it's 
better to see The Sims out a year 
after its E3 debut. It is undoubtedly 
one of the freshest experiences 
available on any platform. it's fun 

play and it's instructive 

Other developers should get Out 
their notepads, too, for Maxis паз 
unearthed a nost of design gems in 
this, its most essential release Го 
since the original Sim City. LS 


Edge rating: 


Mai nni k^ 
Seven aui ar ten 


TESTSCREEN 





Format: РС 

Publisher: Electronic Arts 
Developer: Maxis 

Price: £35 


Release: Out now 


Nw 
| ЛОДИ 
| ү! | | 











Ghosts frequent one 
of your initial homes 
(above). Burglars 
will pay a visit (top) 
when the Sims are 
out or asleep 





REED 


TESTSCR i 





While the end-of-dungeon encounters are dramatic, true set pieces are 
found somewhat lacking elsewhere іп Мох 5 convoluted ined 


caverns 





nese really are depressing 
times for the PC. In the last 
12 months, its most established and 
respected developers have proved 
themselves unable ta release 
games that go beyond the lacklustre 
and uninspired. The prime case in 
point must be the father 
strategy gaming — Westwood. 
Was the critical success ye 
sales of Blade Runner enough to make 


it pick up its toys and turn towards the 


of realtime 


"et Hat 


The charming of beasts is a primary skill of the conjurer. Si 
key ability only allows you to dominate beasts whose scrol 


safe profits of recycling 


the past? 


Fim tha marii Fare rmf M т 
Even the many fans of its Command 
а Ша Га! | imum qma - Tibe 3F С Irt 

e L.LATLILIET ELLE HDI Ferr] aL 


must have Deen disappointed Dy 





It possesses the deep-shine polish 


Pu armo hau ana 
> eames have alwa 


ys tended 


to lack, a hunger for the future is 


equally absent, leading it to being 
an ultimately unsatisrying experience. 


The closest comparison 15 Blizzard's 
glorified Gauntlet-with-extra- 
roleplaying-accesso 
Although the game deliberately 
away тот the random 
of its inspiration, the 
stripped-down intensity of approach 
remains. Almost every element which 
has personified western roleplaying 
SAIR Tolkien 
clone setting downwards. One of 
the striking elements of Nox, in fact, 
is Its almost culture purist attitude. 


ries гетіх, Diablo 


steps 
dungeons 


is included, from its 





ificantly, though, this 
5 have been located 





Only the most peripheral 
influences ‹ of piae RPGS appears: 
villages totally popula 2. izens 
who exist to say but a single 
sentence. The mast prominent step 
away гот the east is in the game's 
plot being notable by its almost total 
oretically you're 
aman – sadly this is anc ve 7 of those 
single-sex hero RPGS — brought to a 
fantasy land by an evil necromancer, 
your origins bear literally no 
relevance to how the story unfolds. 

The game seamlessly moves 
from your arrival to choosing which 
of the three character i 
wish to play. (Edge wouldn't t take 
being torn from its plain of existence 
so happily.) But it's in these three 
character classes where Nox most 
mpresses; in play, they're wildly 
different from each other. The 

traditional warrior and wizard may 
ре expected, but their implementation 
shows a certain amount of flair – as 
well as the standard array of 


absence. While the 


се m: 
lasse YOL 










The little story is told through cut scenes (top right). Often, archetypal good figures аге sla 


ughtered at the hands of 


the chief villain, while you remain unengaged because you have never encountered the deceased prior to that point 





explosive magics, the wizard's more 


than capable of placing combinations 


warrior adds a surprising amount of 


delicacy to gameplay: Dy positioning 
the character correctly, incoming 
projectiles will be blocked 

Most praise must be heaped 
in the third class, the сопјиге! 
halfway house between the magical 
and martial poles, ne quickly reveals 
nis array of subtle nuances. The 
most impressive of these is his 
ability то possess - and, at higher 
levels, summon — certain beasts 


that you encounter, leading to 


Г reasing V ma 





The fire imps are typical of Nox's 
foes, with effective powers and 
exploitable weaknesses 





the campaign starting in a different 
corner of the world. Visiting the 
areas of Nox in alternative order 
upon replaying creates a degree of 
emotional resonance, as you see 
what would have occurred in a place 
f you weren't there to defend it 
Technically, Nax doesn't come 
anywhere near the level required to 
impress the next-generation-nungry 


Dase Crowa. ІТ Seems to continue 


as a means of side-stepping the 


only mildly lauded, it's here that the 
real fight will take place. By offering 
cepted game modes, such as 
capture the Пар. out of the box, and 


witn tne three classes possessing 


powers Such as trap laying, which are 
only really useful in the multipiayer 
game, it certainly has the potential for 
nitiating controlled chaos reminiscent 
of ancient pseudo-classic Spy Vs 
Spy on a mass scale 

Nox's refinement may satisfy 
Famers who will happily pick it up 


because of the developer's name 


TESTSCREEN 





Format: PC 

Publisher: Electronic Arts 
Developer. Westwood 
Price: £35 


Release: Out now 





Мох в technique of 
dynamically darkening 
areas which remain 
unseen to the roe 


is a rarely used idea 


which enhances the 
game's atmosphere 





| The conjurer quickly reveals his array of subtle nuances. The 
most impressive of these is his ability to possess and at higher 
levels summon beasts, leading to increasingly manipulative play 


nfinitely spiralling PC upgrade 
trap. The most notable effect is a 
rarely used atmosphere enhancer, 
which reveals only thase areas of 


the map мсп are in direct line 


of sight, while the rest is plunged 
nto Ching darkness. 


While the soio play contains 
sufficient charm, the game's true 
success will be decided Dy whether 
the online community embraces 
It. Like Diablo, whose solo game was 


alone, Ultimately, though, it's a game 
you'll play to completion but would 
never find yourself eulogising tà 
friends. Nox's approach may sell well 
today, but with its rampant cultural 
retroisms, Westwood may well find 


that it has sacrificed its tomorrow. 





The future of videogaming has 
rarely seemed further away 


| | I 


Edga rating: 
Six oul OF ten 


= | 


TESTSCREEN 


UHALY TANI 


Format. Dreamcast 
Publisher Sega 
Developer: In-house 
Price: £40 


Release. Out now 


HII] т 1-4 


ig ER = Se 
TOTAL 


ssively for a couple of 
days when the preview code arrived 
at Edge's office, weeks passed with 
no one bothering to load up Sega's 
cabbie simulator again 

Now the review version has 
arrived at Edge's HQ, once again 
many hours have been spent 
ferrying demanding customers 
around masterfully rendered city 
environments = the second, 
Dreamcast-only level now running 


as swiftly and smoothly as its 


arcade-originating counterpart 





Fail to deliver your customers to their destination within the strict time 
limit and they won't wait for you to stop before abandoning ship (right) 


70 EDGE 


БАЊЕР 


Це сата елт 








Botn аге tremendous in scope 
and offer an abundance of locale 
variation, shortcuts, and secret 
passageways as well as hordes of 
potential customers lining their many 
thoroughfares. These are colour 
coded (green for longer journeys 
through to red for shortest) allowing 
you to inject a little strategy into 
planning your journeys 

Mastering power знате (Crazy 
Drift) and turbo-boosting (Crazy Dash) 
your way around town should ensure 
that your customers will reach their 
destinations in record time. This not 
only ensures higher fares (the longer 
you take, the less you earn) but more 
seconds remain to pick up another 
taxi-seeking pedestrian. As well as 
playing along to arcade rules (rapi 
passenger delivery boosts the time 
limit and hence keeps you in play) 
you have the option of selecting fixed 
time modes (three, five or ten 


4 ғ = | Pc, ај + Ур | а 
minutes). I S5 ап easy Way 10 Dalance 


game time if a group of you is playing. 


There are no prizes for guessing 








—— PEE — і 


а Т. 
ГАЕК 


"s 







Despite the two play areas' many 
locations, and 16 mini-games 
(above), the action in Crazy Taxi 
rapidly becomes repetitive 


that the finished game is a lot of fun. 
After all, Crazy Taxi's premise makes 
perfect videogame fodder 

Despite the game's initial impact, 
however, it's not quite the triumph 
some have already termed it. At 
times, for example, gameplay can 
spill over into the reaims of the 
preposterously frantic, robbing you 
of solid play. A more serious issue is 
the reality that, even with the extra 
city and 16 mini-games throw in, 
the game is incapable of delivering 
depth on a significant scale. It is, 
therefore, a title suited to casual 
play rather than concerted, weeks- 
on-end entertainment. 

There's absolutely no doubting 
Crazy Taxi's stellar quality as a coin-op 
conversion. Like The House of the 
Dead 2 and Zombie Revenge before it, 
though, it suffers longevity shortfalls. 
Restrict play time to bursts апа | = 


you'll get along fine | 


Edge rating: 


Seven out af ten 


ОШ САВЕ STAGE || 


TESTSCREEN 














prt 
Еш T T 











ad ATD been happy to knock up 
a marginally improved sequel to 





its likeable 1999 futuristic racer, it's 
unlikely you'd read about it here. 

aut Rollcage Stage Il is a 
wonderfully complete experience, 
offering substantially more than its 
predecessor. Tne adrenaline-friendly 
concept of the original remains, while 
the play mechanics have been refined 
to significantly reduce potentially 
frustrating situations. Disorientation 
can still occur, though not as often, 
and one button press gets you facing 
the right way should you require it. 

New features are myriad, and five 
leagues await you, offering two play 
modes: the pure racing nature found 
in the original Rollcage, and Total 
racing, which introduces the concept 
of battling your opponents for points. 
Your combat skills and finish position 





Technically, this is as adept as its 
PlayStation-pushing predecessor 








Stage II has 20 new tracks, with obligatory alternate routes, for you to try out 
the most imaginative and impressive ways of defying Newton's principles 


then determine your final standings. 
Both modes follow a three-race 
structure with entry to a knockout 
round granted if you're leading the 
points table by the end of the third 
race. Winning this fourth race allows 
progression on to the next league Dut 
tor that to happen you must survive 
tour laps without being eliminated 
from the race; whoever is bringing up 
the rear every time the line is crossed 
is thrown out. You'll know when 
you're neaded for retirement-ville 
because your OSD helpfully turns red 
and you then either scramble to 
overtake the guy in front or gracefully 
accept defeat. The moments of 
intense desperation that follow the 
sudden realisation that you're in last 
place offer genuine thrills. 

The usual arcade and time attack 
deals are also on offer. This time, 
though, you'll notice a training mode 
offering a series of tests а la GT to 
help you get used to the gravity- 
defying world of Rollcage racing. And 
adding more meat оп the game's 
already fleshy construction Is the 
Scramble option, presenting 25 Sky- 
set, treacherous assault courses in 
which you must get from A to B within 
the time allowed without venturing off 
the edge. It's gratifying stuff. 

Stage Il wouldn't be the success it 


is without its splendidly rewarding 
structure — пеапу every triumphant 
achievement brings about new 
goodies. Finish first in races and you 
get access to a new vehicle (the 
better the car, the more weapons it 
has), or earn a retry voucher for the 
knockout run (handy in the higher 
leagues). Conquering the game's 
many modes also opens further play 
options (Survivor and Demolition, tor 
nstance), so incentive is ensured 
Throw in а selection-of hugely 
entertaining twoplayer options and 
other bonus modes and longevity is 
assured. If futuristic racing games are 
difficult to pull off convincingly, Г == 
it seems no one has told АТО. 1 —3 


Edge rating: 








Farmat: PlayStation 
Publisher: SCEE 
Developer: ATD 
Price: £35 


Release; March 10 


The range of weapons has increased, and these can be powered up by 
repeatedly picking up the same icon (not easy when doing 400mph) 





The various twoplayer 
games (top) provide 
plenty of diversion, as 
does the oneplayer 
Scramble mode (above) 
in which you attempt to 
clear hazardous tracks 
before time runs out 





TESTSCREEN 


Е CRAZY CUP 


Format: PC 
Publisher: Infogrames 
Developer: Xpiral 


Price: £30 


Release: Out now 





= =r 
TA ink ва 
ар == 

чачыш 





Тһе simplest of the 
five categories, Jump 
mode proves to be 
one of the most 
addictive. Expect to 
spend a lot of time 
trying to beat records 





re 
LI 
Pb 


QUOO:OU 





Most things in BCC, including opponent AI, are a little rough and ready. Put up with these, though, and you're 
rewarded with a challenging videogame which should offer occasional moments of old skool-style playability 





gg hough there's nothing about 
n » 
ЖЫЙ Beetle Crazy Cup that could be 


truly be regarded as astound es 
videogaming, it has commanded a 
strange hold over the Edge of 
over the last tew weeks 

On the face of it; the graphics 


are pretty, although hardly likely to put 


an inordinate strain on todays 3D 
=] P xem bL asm = 
cards. The agonising speed loss that 


occurs when your vehicle comes in 


contact with а рагпег 15 frustrating 





The monster truck challenges are easily the trickiest of the five classes. 
Players lacking in patience and videogame dexterity need not apply 





72 EDGE 


And too many cars understeer as if on 


ice. So this isn't a game that overflows 


with refinement. But BCC does hav 
8 ВЕ of hidden aces up its sleeve 
Elbe уч нес НЕ ел Резе =+ d 

гПа mosi SIENMCAN hair g tnat It 
doesn't take itself too seriously, 
which is relief in itself 

Wu ke а |н LSC, 


Several displicines аге ІП а 


cars) on asphalt, American olroadens 


On dirt, and beach buggies on a 

variety of terrains, or ака part ina 
monster truck dexterity challenge, 
or nitro a racing mac hine и a ramp 
to set car-jumping distance record 


Of the game's five racing 


Of 


categories, two (Monster and Jump) 
could stand alone as separate games, 
both delivering a brand of old-school 
values that ensures replayability 

It there's one regret, it's that none 
of the other categories offer anything 
quite as wildly removed from typica 
racing, Granted, each of the Speed, 
Dirt and Buggy divisions provides 


met four-wheeled competitive 


Be 


xperiences, but losing one in favour 
of a more adventurous replacement 
wouldn't have been traumatic 
BCC also benefits from a tight 
structure, reflecting ts arcade nature. 
Bypass the Quick Race option and 
focus instead on Championship ant 


tne Beetle Challenge моде. The 
former is soi tinto three events 
of increasing difficulty — which can 
inly be opened once the previous 
championship is beaten – and 
consists of a series of races from the 
Speed, Dirt and Buggy categories. 
Meanwhile, the latter is 


nmistakably the game's core, 


categories. Each one contains five 
trials to clear. Completing them 
qualifies you for the World Beetle 
Cup, featuring a race for every 
СЕНЕ? That in turn grants access 

о the Super New Beetle Challeng 
Cash (from posting fastest laps, race 
as a further 
сеп ће to work your way thrower 
the races, allowing you to buy 
mproved machinery from the 
50-odd models available. 

А Dreamcast version would 
undoubtedly guarantee better 
commercial success, Dut on the 
PC this kind of hugely playable, 
arcade-inspired stuff is hardly 
run-of-the-mill material. If justice 
is served, Beetle Crazy Cup will = 


carve Its own valuable а 


time and winning) works 


П 


BERSERK 


TESTSCREEN 








From open areas to tight confines, Berserk superficially encourages players to 
һен fighting style. Nevertheless, the button-bashing remains constant 


| adapt t 





w пе the опе-ог-о ne fig рїп IE 
| ІМ 
ҺАЙ сатте has evolved in recent 


ears, the scrolling beat ет up, опсе 
а huge genre thanks to the quality of 
Golden Axe and Double Dragon, he 
argely stood still. A 


no great Strides in wi ig it along 





It is undoubtedly attractive, 


though. And so it should be, 


consider ng ранена capacity 
for hi ign 
frame rates and lavish textures. 

Its sets appear solid and, although 
often spartan in terms of furnishing, 


they are consistently evocative 


solution, smooth 


This is fortunate, because you 


often olay the role of i 


FEE EU 
DIE 
С DOSE уе 


Based оп Kentaro Miura's popular 
manga series, Berserk spins an 
ambitious yarn, with a heavy amount 
of dialogue for an action game. For 
minutes between fighting sequences 


It pays homage to its original con 


form — although it is possible to үзе 
n-rails moments 

rouble is, Berserk's brawls rarely 
border on the spectacular or varied. 
Its fusion of Story and gameplay 

s no more than a marriage of 
convenience, weakly joined by the 
mutual use of Miura-san's characters 


f these cinematic asides are intended 


these 0 










to build tension and establisn 
emphasis тог spectacular, varied 


combat exchange, they та! 


d 
combos, апо тле! 


towards your swir 





that the included block Dutton 15 
argely redundant. In an attempt to 
enliven fights by introducing a 
strategy, Guts can only реги 
combos with his blade in преп dreds 
If he strikes a wall or suchlike mid- 


swing, h е pauses, leaving питзеп 


vulnerable to attack. The alternative 


is to use his fists and a variety of 
projectile weaponry 

But the collision detection In 
Berserk m 


5 dismal. Enemies hall 
500 ITIETEGE thems Ply е5 into ма I with 


alarming regularity and Guts barely 
needs to touch his поче to 

land a blow. After а set number о 
hits, Guts fulfils the titular description 
and enters a powered-up mode, 
making him far faster and stronger 
Only the most inept of players will 
fail to clear a particular area before 
this status expires, 


With littlé in the way of balance, 


Format: Dreamcast 
Publisher: ASCII 
Developer: Yukes 
Price: £5,800 (£35) 


Release: Out now (Japan) 


pico ——— ا‎ 
fi 


1 


In some instances, such as during this boss encounter, Berserk hurls 
polygons around with 60fps abandon. If only its gameplay was as slick 





and a bare trace of innovation, 
Berserk's combat is repetitive. Its 
well-cratted aesthetics do lend 
M yet the design кя action 
едиепсеѕ appears lazy and 
uninspired. Worst of all, tne game 
lacks a майлы. mode. Surely 
this has to be a prerequisite for 
a game of this type 





Fans of Мішга-зап 5 
work will find the 

| lengthy cinematic 
вгасвір55 execution is its undoing. asides a delight. But 
That Eidos has picked it up for P only тон with a к 
western release is shocking == grasp о Јарапеѕе WI 


Fui truly appreciate it 


lr D ei је - سې‎ I5 m deme om e oe e 
Like Soul Fighter, Berserk's 





Three mt nf fp 
IU | № 


— 





EDGE 7/5 


TESTSCREEN 


MARIO PARTY А 








Format Nintendo 64 
Publisher: Nintendo 
Developer Hudsonsoft 
Price: ¥5,800 (£35) a 


Release: Out now (Japan); 
May (UK) 








Familiar Mario Party elements, such as the chaos caused by Bowser's 
appearances, sit comfortably alongside fresh fixtures. Six twoplayer-only 
games are incorporated into a batch of near-faultless new mini-games 





sij 








Rather than jettison the | 
mini-games found in | 
the original, Hudson 

has salvaged the best 

for Mario Party 2 - | 
these two simple but | 


superb games included 


71 EDGE 


м ultiplayer gaming so often 
ЊЕ refers to individuals doing battle 


across different cities, countries and 
continents. It's heartening to see 
Nintendo and Hudson jointly 


organising another Mario Party — and 


in doing so getting people together 


= 
nas Carre haa А camo carti 
ine central обаго Edi Ti Sectio 


ы 


remains the most turgid, despit 


amm x dixere B ixi <= 
ailes ci arn ҮТ = 
FT = Па ~" Eni ГЕ = ја > nf = a E i 
manner OT snops, eve ges anû 
rne eranen Thr Dumas rolling 
Га ana C | (Га Г СЕ 

ЫН Koil ү. | ف‎ LII ы E 

ғар ~ ғұз жан Бі IS ج‎ 
[mw га | г — | 

= m || ы № тыру Б ЕЦ, 


when a olayer gains те opportun 


иу EC dL ЛЫ. ШІ ү 


to steal match-winning coins and 


stars - but an impatience is јен 
hanging in the air for that captivating, 


end-of-turn mini-game. 

And what а joy Mario Party 25 
mini-games prove to be. Whether 
asking you to accurately count 
wandering Bop-Ombs, skip in time 
with a burning rope, or tiptoe towards 
a sleeping Chomp, the sheer range of 






control Systems, graphical styles 


and victory conditions called upon 
make each game a truly individual, 
and highly competitive delight 
Sensibly, Hudson has retained 
many of the original's most popular 
levels, but the developer nas also 
reaped rewards by drawing ona 
wide range of influences for the 


newer games: elements from tities 


= PP е Ване Ре ћете sane 
аз diverse as РО МЕ, РО Бо dil 


nunriant Ann [êlo anne нас 
EHWILIETIL U шие appeal 215 


been lost іп transporting these 
seemingly disparate ideas into 


the Mario universe 

Weighing Mario Party 2 down 
though, is the tiresome need to 
spend at least 70 minutes on a single 
game. А range of bonus games 
aims to placate this, offering a 
shorter ride with the emphasis on 
mini-games, but the absence of the 
option to simply play fewer rounds 
on the main board is frustrating 


Time spent feasting your eyes 
upon Mario's vibrant world is 
invariably a pleasure. Hudson has 
given the third dimension a meatier 
role in Mario Party 2, stretching as 
far as a splitscreen, thirdperson tank 
battle in one mini-game. Its flair, 
ingenuity and sense of humour, in 
both 2D and 3D, coupled with 


Nintendo's most infamous and 


ғтағгігкығійз “Бзғағтнағе тылға Aala 
EIE i afarror ==. | onu 
Сама = OIOLICTS, ШЛАК, roy 
"rmm d егі mien hilari su 
ml | e ri 
E L: au I aula 
te FT tat nie 2c 4 ғұғызға e oF 
= LI Eo E BEY 
ит әгігір — mewer Реале Toner 
E Е d3I је a е "wl | Г ims 
с ЧЇ n^n И than РА 
seemed more empty Man unng 
far arr J enmlm ml = je 
мапо ғапу = 5 рау— tnis IS а 


thoroughly enjoyable console board 
gama. it's proof that blowing up your 
friends isn't a requirement to having 
fun. Not when you can watch them 
being dropped into a біл руа [я 
giant metallic mouth instead. Lo 


Edga rating: 


Seven out af ten 





The trials of a Start-up developer: рам 20 





After co-founding Lionhead Studios with Peter Molyneux, Demis Hassabis set up his own development house, Elixir Studios. 
In the latest instalment of his exclusive diary, he talks about building that all important mood for Republic: The Revolution 


Onward spirals 

We had a milestone set for the start 

of February and we couldn't afford 

to lose any time working towards it. 

Game development has always been a chaotic process 

in the beginning you had three blokes in à room, all doing 
a bit of the art, programming and some of the design. 
They got away with it because they sat next to each other 
and communication wasn't а problem. The game would 
only ever be played by gaming enthusiasts who wouldn't 
mind if the engine was written by an artist, ог if the sound 


was nothing more than a series of minimalist bleeps. 


But what do you do? You could always sacrifice 
creativity on the altar of MS Project, but that would nat 
be much good either. You re creating а spreadsheet 
package. You need to leave room for the inevitable 
changes in the design. We've got a solution at Elixir 
called the spiral cycle 

Director Dave Silver explains: "The way we try to 
address this problem at Elmir is by using а spiral lite 
сүйе for our development. Doing this involves breaking 
the development cycle down into stages of increasing 
size and level of completeness. Ar the end of each 


phase in the spiral there is an opportunity to adjust 


with the art in Republic: The Revolution, Every couple 
of months we have an art review which results in us 
throwing away a lot of good work, to maintain consistency 
in the game's word. In terms of the overall style, we've 
come a long way from where we were at the start. 

Initially, many of the artists were dubious as to the 
fun factor associated with creating authentic-looking 
eastern European buildings for two years. We had a long 
discussion which 15 still going on. My point was that 
reality wasn't what we were looking for. Places like 
Kiev are in reality little more than adverts for foul ‘605 


prefabricated architecture. This is authentic, but is it cool? 


'People's idea of eastern Europe may not correspond to reality. We've discovered plans for monumental 
communist buildings that were never built, fostering, | hope, the sinister film noir setting the game calls for’ 


As teams and budgets have got larger, the culture has 
struggled to keep up. Games are immensely complicated 
and require strict, less glamorous project management. 
It's not just а question of efficiency — it’s also about 
preventing bloodshed. Every game's team has three 
very different and mutually antaganistic components 
in design, programming and art. 

Artists need the designers to have designed the game 
and the programmers їп have finished before they can 
start their work. Designers would ideally like to know 
what technology they're going to have before they start 
designing their game. Programmers need to know exactly 
what the designers want before they start programming 


it's a recipe for handbags at ten paces. And crap games 


| 48 admi 
ЕЛІНЕ 


IET. 
di Ка 
ва 
4 
С 


the direction of the project. We assess the major 
гегпатиле nsks, and plan out the next phase of 
development accordingly. 

“This way, we can have a full plan for each stage 
that takes account of all the work that needs to be done. 
Compromise is also important. It's too easy for artists 
and programmers to become insular and parochial in 
their indnidual approach to work. The atbtude becomes 
"Well, fve done my bit, it's their fault it isn't done’. | loathe 
this sort of attitude ~ i! you fail, you fail collectively. || 
yOu can encourage each side to see each other as allies 
you've got a better chance al producing a good game 
and a happy team" 


Over the last few months we've made а Int of progress 


The Soviet palace that never made it past planning stage — until Republic artists Tound real life too ugly 





| want cities and tawns that reflect the sinister 
reality of the game — imposing buildings that enforce 
the belief that the man on the street 5 a mere ant. We 
spent some time watching and discussing films where | 
cityscapes һауе been changed ог tweaked to achieve such 
an effect. Starting with Fritz Lang's seminal 'Metropolis, 
we looked at "Blade Runner, Batman’ and ‘Seven’, The 
cities in each film are recognisably based on real places, 
but have been exaggerated to create an atmosphere 
conducive to the ideas within the stories. 

We also examined pictures of Prague and St 
Petersburg. People have an idea of eastern Europe that 
may not correspond to the reality — give them what they 
want. Even the rundown parts of Novistrana need to look 
cool in their own way. Miles of concrete monoliths aren't 
going to look good. We're trying to create a look that's 
plausible. cool and then realistic, іп that order. 

i's been a slow process and we've made mistakes 
(pink flats spring to mind!) but the art is getting better all 
the time. We've discovered plans for monumental 
communist buildings that were never built, such as 
lofan's Palace of the Soviets (pictured below left). We've 
placed them in the game thereby fostenng, | hope, the 
sinister film noir setting that the game calls for 

News of Republic: The Revolution seems to have 
ruffled а few feathers and several people have expressed 
doubts about Tim Clarke's Totality engine. In a creative 
industry there are many fragile egos. You run the risk 
of upsetting them if you attract what they deem to be 
unwarranted attention. It's all very sad — one developer's 
success is rarely ta the detriment of another. This has 
made us more determined to make the best game we 
possibly can. From bitter experience Гуе discovered that 


there's always a queue of people waiting to take а pop 


EDGE 105 


at you, hoping you wall fail, There's only one way 


to answer them = prove them wrong. 


AUDIENCE WITH 





ө в е Ф ә еш е. — 








AN AUDIENCE WITH... 





| Edge: ts Trick Style the first true 
Critenon Studios game? 


Edge: Such as? 


Edge: Will there be a PlayStation 
version of Trick Style? 


EDGE 171 _ 





AUDIENCE ТН. 


DLK: We had a recognisable version 
running in about а week. 


DLK: You might say it was fortuitous 
timing in that we were ready to move 
But we never had any doubts about 
Dreamcast. From first seeing the 
development kits we thought it was 
going to be а good machine. 


DLK: No. There was a let of tittle-tattle 
that it wasn't going to sell very well. But 


if you went out and talked to the people | 


on the street who weren't industry. 
insiders, they were excited by it 


| DUK: The first games... can | remember 
those? Maybe I've purged them from my 
| memory! [Laughs] Yeah, it was really just 

SUA ox кегін бе етене 
‘strength networking component, which 
was like using a sledgehammer to crack 
a nut! But in terms of a piece ol 


DLK: Absolutely. We were building 
games only for ourselves. | think it's a | 


stage that people with a strong technical 


background have to go through, 
_ see it with the new spin-off 
| companies. You've got smart technical 
people doing some really interesting 
things, but they have to exorcise this 
notion that games can be driven by 
technology, You'll hear them say time 
and again: ‘Oh, it's all about gameplay 
but there's more to it than saying those 


| | words — it's translating them into muscle, 


DLK: We recently released Suzuki on 
which is looking dead cool. It will be 
And we've got another game that 
probably won't be released until 2001. 


DLK: Yeah, probably. We've got a bunch 
of other stuff going on with Dreamcast, 
too. We're not saying a huge amount 
about this at the moment but we're 
really intrigued by what Sega has 
managed to pull off on the online 

side of things. 


m six months time! | think there are all 
image you might have of a Dreamcast 
game. If you ask where games are going, 
people tend to reel out this analogy with 
the Hollywood blockbuster. There's а 
huge amount of truth in that, but | 

also think you'll find there's scope for 
other styles of game. 


DLK: Yeah, or TV programmes ог TV 
soaps. Those are tremendously 
compelling as forms of entertainment 
but they don’t compete with Hollywood. 


They are a different kind of experience. 


IN THE FUTURE 


TELLING A STORY 


DLK: I think it's now a misapprehension. 
We've shown the first glimpses of that 

with Trick Style, The stuff you'll see from. 
us in the next couple of years will seal it 


DU Yes, ûf course, and this is why we 
печелите ма ИЛИ | 


к еее ... ... ... вео «ғ. ves 


| ША" — 








OLK: Absolutely nat. The studio guys 
have completely free reign to choose any 
technology they like. They can use 
Renderware or something else. 


DLK: Absolutely. [Laughs] И they want to 
build their own technology then 

fine, they can go and do that. And there 
might be а good reason to. О! course, it 
would be a very interesting decision for 
us. That's one of the big benefits of 
having technology development next to 
game development. With technology 
development alone, you сап be in your 
own corner thinking ‘this is great’ and yet 
lose sight of the real world, | 


and then there are these vectors units 
them is a real art. There are so many 
tricks you can pull, so many backdoors. 
it's a coding junky's dream. 


DLK: Absolutely! The more complicated 
the better as far as I'm concemed, 


DLK: | don't think so. You think | 
something is а bit strange, that they 


didn't have enough time to get this bit 


THERE 'MIXING' THE GAME, 
INSTALLATIONS IN CLUBS 


OLK: it's awesome. Quite spectacular. 


DUK: Well, is it perfect? Show me а 
technical person who finds any platform 
perfect. The cute thing about 
PlayStation2 is there's so much flexibility 
thanks to the arcane nature of the 
бөлемін You've got this central CPU, 


ee гс... 


| Тіней) 








right or they skimped а bit on that, 
but then you talk to them and they've 
thought it through. They've made some 


DLK: It would be a mistake for mast 
developers to put too much effort into 


‘it right now, But it would be a bigger 
Mistake not to have someone at the 


company conceiving what the future 
will be like. 

Things will change, without a 
doubt. And nat just in terms of 
broadband either, but in terms of the | 
very social arrangement of games. 
One thing we've been thinking about 
bringing together all the different 
forms of imaging. 


DLK: It all stems from the observation 
synthesised не: is approaching 
that of ПТЕР — synthesised 
being natural images. Once the visual 
qualities are the same, you have to ask 
why you're using a different framework 
to process them. 

There are certain things you can do 
with video footage that you wouldn't 
think of doing with 3D graphics - and 
there are things you do with 3D graphics 
that you wouldn't conceive as being 
possible with video. ШЕН 


DLK: | think this example brings together | | 


AUDIENCE WITH 


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the social aspects and the unified 
imaging aspects. Once you had records, 
but they have been transformed by the 
rise of the DJ. The ÛJ is the person who 
is conducting this social experience. 
Records are being played, but it's the Dr's 
interactivity and creativity that is creating 
the entertainment experience. 

in the future we'll see Gis = game 
jockeys. People who аге up there ‘mixing’ 
the game, presenting the game, telling a 
story through it and interacting with it. 


DLK: Hmm. Think more "The Matrix. The 
quality of the imagery you get in terms 
of the live action-stuff and the computer- 
generated stuff. What would it mean 10 
have somebody take images ol that 
quality and mix them in real time and 
play around with them in real time? 

As a social experience, that's what 
gets me going on future games, | want 
to experience the euphoria of somebody 
else co-ordinating and conducting this 
mass event within the form of a game. 


OLK: That can happen, but it's а 
separate thing. You can have a game 
with one person there and the crowd 
experiencing it. Another way of doing it 
might be to have a mass network with 
lots of people coming together, 


DLK: In all sorts of ways. How does a 

DJ interact with a dubbing crowd? 
They're taking feedback from what's 
going on and they're mixing it accordingly. 
And there is this huge euphoria when 
Dis get it right and they move from one 
particular beat to another beat. 

The same thing is going to happen 
with games. You can see the beginnings 
in some of the media installations you 
see in clubs - the stuff Lori Anderson 
does with perlormance artwork. 


DLK: In certain games in the future | see 
no distinction between the two. | think 
the act of participating means that in 
some fashion you are creating. You can 
see that already in multi-user games. 
You're participating but you're also 
creating some aspect of the game itself. 


DLK: Possibly, but again for me, games of 
the future are not so much Dungeons 

& Dragons and wizards. | want to be 
there, in a club, in this game experience 
with some feisty young thing next to me. 
When people talk about emotions in 
games, | think it's those sorts of things 
that we're going to see. 


THE CUTE THING 


YOU CAN PULL. 


[Laughs] I've got to say | have no 
privileged information on X-Box. 


DEK: Yeah. [Pause] What can 1 say? 

| don't know whether Microsoft hasn't 
quite forgiven us yet for the graphics API 
wars of seven years ago! [Laughs] I think 
X-Bax is going to happen because of 
what | hear within the industry. 

Do | think it should happen? My gut 
feeling is по And | also think that if its 
Microsoft that's doing it and running it as 
the Microsoft we know and love today, 
then it won't be as big a success as it 
might be. I don't think Microsoft really 
understands the consumer in the same 
way that somebody like Sony does. 


ОК: Sure. | think Bill Gates’ problem is 
he can see that his traditional segment 
has started to be eradicated because of 
the decimation of what it means to be a 
PC. It's beginning to segment. That's fine, 
but what he needs to до is exploit гасћ 
segment — servers with МТ, desktop with 
Windows 2000, the embedded market 
with Windows CE. 





AUDIENCE WITH 


THANKS TO THE ARCANE NATURE 
OF THE ARCHITECTURE... 


DLK: Second best is often good enough. 


DLK: No, no. I've got lots of electrical 
sackets in my hause that | plug things 
into but I've only got one electricity feed 
coming in. The server is about 
centralisation of information coming into 
the household. It’s an information feed 
and storage area. But aspects of the 
processing and display and so on are 
becoming distributed. 


DLK: | think if you can own a format, 
you will still do incredibly well, The 

big problem is it's becoming more 
difficult to retain ownership of a format 
The stakes are going up for format 
holders, just as they're going up for 
developers and publishers. But the 
point about the balance shifting is a 
really interesting one. 

If you have various consoles at the 
bottom level and see middleware sitting 
above that, then what we're providing 
at the moment is the 3D part of it. To an 
extent, we are mediating access to the 
platform. Without а doubt we're finding 
that the position we're developing is 
one that's stronger and more important 


TRICKS 


than а straightforward Renderware 
play might indicate 

We've been talking about this 
entertainment device in the future. We 
don't know what it is, we only know it's 
not a PC. The convergence is coming 
from the PC, it's coming from digital 
television, from game consoles and 
somewhere in there are mobile phones, 
too. It all samehow leads towards that 
device. What we're doing with 
Rendenware is working in every one of 
those areas — including mobiles. 


DLK: Yep. The only thing we can say for 
certain is that technology is dnving 
fundamental changes. You can have 
images flashing up twice à second... or 
you can have them flash up 30 tmes a 
second and you've got a томе. It's à 
qualitatively different ехрепепсе. 

If you take something like 
PlayStation2, people go on about how 
it's faster and can do more of this, that 
and the other. Absolutely, it's a 
quantitative change. But sometimes 
a quantitative change leads to an 
inflection point in qualitative difference. 
Because it's able to go much faster, 
that allows you to do something 
completely different. | think that's ТЕҢ 
what we're going to see. == 


ІНЕ VIDEOGAMING VAULT 


даа лла тылы D ли = БУР пре н н н p rr MM rmm MÀ тек 





LITTLE COMPUTER PERSON 


Will Wright's spectacularly evolved Sims тау have moved into the neighbourhood and begun to make a racket (see p66), 
but Edge remembers their founding forefather, who was living around these parts when everything was just fields... 





“12111111! 























Тһе house іп which your virtual friend existed was a bachelor pad іп the great American tradition, replete with record player, piano and home computer system. 
Communication was limited to type-written letters. (What did happen to LCP creator David Crane, anyway? Answers, please, on a postcard to the usual address) 








b. + + i a d = CE = = = 5 
|, the good old days а? 850 gaming, when mags 
d — lo зай алын, Duis sec "ih 
Were DTE ИЕ? DON, WET) СУ ЖЛЕМГЕРТІЗ 
Wit LI 1 TE | TLE а. 
ETS SONI! Tes wnose snocking отерао тог Convention 
LI ы 
saw Them shine among ihe swamps of star екс орескео 


shoot em ups and licensed platlonm-Hike achoners 
Littie Computer Person was such a release. A virtual 


pet simulator that predated the likes of Tamagote hi by 


over а decade, the 'game' generated a little house 


On-Screen 


which rapidly beca 


his little di у You gave nam 


me hame to a little man 


matter of experimentaton, from sending records over to 








pig || та EET, чу payme сага gam 
g ın tis digital petri dish was not ne 
purported to be (few decent simulation 
ut here was a plaything with the capability ol - — р- | "h „С سے‎ 1 н ей M rns | | ЖҮ na Li 434 eR АН 
inspiring curiosity m even the most jaded 


Your little computer person could dance (to music lifted from the likes of Master Of The Lamps), exercise, 
play piano, watch TV, talk on the phone, brush his teeth, cook, eat, drink, and do all manner of other things 


computer gamer. Legendary, influential stuff 





] 


Manufacturer: Activision 1985 | Developer: David Crane | Cód/various 


116 EDGE 


ж жыш ж-а к а шош ааа шалқыта ZUR UN 


EDGEVIEW 


The videogames world never stands still, riding the breaking wave of advancing technology, In this regular column 








Sega's Tom Kalinske and friend. 
_ (Note: one of these individuals 





| Did they really say that? 


the mag, an eight-page feature chronicled | 
Apple's chequered history, regaling its 
hardcore gaming readers with the beauty 
and significance of spreadsheet program 
VisiCalc in the grand scheme of things == 
Thank goodness for Sony and its 
PlayStation, which was by now in the 
process of romancing UK developers on a ЕН 
wide scale, а fact Edge recognised with РЕЈ 
its report from SCEE's technical workshop, 
held in London. Guest of honour was 
Teruhisa Tokunaka, then deputy 
president of SCEI, who expounded on 
the virtues of Sony's choice of storage 
medium thus: “PlayStation CD-ROM is like 
a MacDonald's hamburger: quick, cheap, 
tasty and easy to get another” (He failed 
to foresee the other parallel – that, like 
MacDonald's, the PlayStation would also 
prove capable of captunng the attention 
of an entire nation's delinquent = 
youth of a Saturday afternoon.) зв 


t may seem like something of a ч=п 
ІПІ conindichon for the words ‘the 

future of interactwe entertainment and 

Apple Computer to share space on the 

same Edge cover, but issue 18 was 

celebrating the company’s decision to 

open up its operating system to outfits 
traditionally seen as competitors. Inside | 





ІНІН 
ШІ 


|| 
| 


۳ 
f 
) 








Did Edge really say that? 









И j |! Wii Ti lll =ч 
пене E 
mms 


Clockwise from top left: an inauspicious start for the Saturn in Japan; the 
visionaries at Division attempt to show the world what it's been waiting 


Testscreens (and ratings! 


| Sega US chief Tom Kalinske: "No matter how great | Who would have thought that Apple and IBM would now | Descent (PC; 8/10), Victory Goal (Satum; 6/10), Return Fire (300; 


| Satum is, or PlayStation is, or Ultra 64 is, we will 


outsell them by an enormous amount with 527 | business interest" More importantly, who'd have cared? 


PIXELPERFECT 


was about 16 years old and working as a YTS 
butcher, Each day was a gruelling stint lasting 
from 6.30am to 6.30pm, | used to carve meat, lift 
cuts and serve customers. 
During the winter | hardly ever saw daylight = 
except for the few minutes that it took me to get to 


the slightly sleazy arcade in Walsall town centre, that is. 


Here, | remember, they had a few decent 
machines — singed Defenders, a broken Tron and 
a really loud Star Wars stand-up cabinet. The latter 
was my favourite. For just a single coin | could last 
out my lunch hour ragging the Empire's Tie Fighters, 
battling my way through the surface towers and 
making a frantic run along the trench of the Death 
Star — again and again, 


One day, upon hearing Obi Wan's advice — "Let 


во" — for the gazillionth time, | decided to take his 
word for it. | travelled the length of the Death Star 
trench without squeezing the trigger once 

Then, at the last second, | fired my torpedoes 
into the vent and made good my escape. | can't 
remember the exact title of the bonus awarded (1 
think it was à Force bonus or something), but it 
changed my perception of the game completely. 
К seemed so deep! 

Soon after this | had secured а bit of casual 
artist work with Elite Systems, based up the road 
in Aldndge. It didn't take me long to tell the gaffer 
in the butcher's shop where to stick his meat, 
and ме never looked back! 





not only be talking to each other but would have a common | 8/10), Dark Forces (PC; 7/10), Kileak The Blood (PlayStation; 6/10), 
Raiden Project (PlayStation; 6/ 10), Cybersled (PlayStation; 4/10) 








Ade Carless (left), 
who worked on 
the likes of /-War 
among many other 
titles, admits a 
Force allegiance 





| О ІЛ th ЕГЕ ) REPORTAGE 


A song for Europe 


UK: While Japanese arcade-goers have been busying themselves with all 
manner of musicled coin-ops over the last few years, from drums to DJ z - 


еа тап 
decks to electric guitar sims, Konami's BeMani phenomenon nas largely НЕ 77x74 ГЕ 


passed western audiences by. That's set to change thanks to Konam 
Europe's sterling efforts in localising the game that started it all, Beatmania, 
Mindful af the fact that the game's original Japanese score, with its well- 
ntentioned but ultimately lightweight bunch of tracks, would not sit well 
with Euro audiences, Konami expended around a year's worth of effort in 
signing up established westem dance acts and their most prominent work. 
Thus, Euro gamers get the opportunity to tap and scratch along to Moloko's 
‘Sing It Back, Ruff Driverz's anthemic "Dreaming, and more besides. Best of 


all, the Euro version comes packaged with a dedicated controller 





Т ——— poe Press | 
Ba beat тапа = а n ISTART button | 


ااا 





Beatmanid's dedicated Euro 
controller in all its plastic glory 





The westernised version of Beatmania includes funky new self-referential visual motifs (main) and audio 
accompaniment from the likes of (right column, from top) Les Rhythmes Digitales, Ruff Driverz and Moloko 


Konami's ВеМапі scales up 


Japan: As Beatrmania hits the UK, Japanese arcade-goers are now testing 


' ғ + ы ч la E ғарғы | 5 
the company Japan's top publisher іп 1999). Entitled Кеуроататата, ts 


zr dus а сш 


the logical next step for the genre. Step forward, budding Jean Michel Jarres. 


The latest BeMani coin-op 
is a slinky beast. You don't 
need any explanation of 
how it plays, do you? 


|| | а! || J | 
ІІ | ІІІ 
ШТ "m" 





118 EDGE 


ГЕНЕ = 
Poo-Chi Poo-Chi... poo 
Japan: іп the wake of Aibo, Sony's robotic pet dog beloved of techno-nerds 
the world over, comes a reply from Sega in the form of Poo-Chi. Retailing in 
Japan at the equivalent of around £20, Poo-Chi is the mongrel to its rival's 
Shih Tzu, offering an altogether less comprehensive range of responses to 115 
owner's commands. Though it's capable of recognising signals in the form of 


light, sound and touch (pat it on the head and heart symbols appear in its 


electronic eyes), the poor beast can't help looking more 32% than Dreamcast 





UK: The success of 1999's Scottish Computer Games 
Championship has ensured that this year's event, again 
to be held in Perth, 5 ramping up. Sponsored by 
Electronics Boutique Group, SCGC 2000 will be held 


Е = il i. || ра ч 
on Шу 28-31. More detaes doser to the tme 





Electronic toy company Tiger 
will be bringing Poo-Chi to 
the UK in July at around £30 








Horror's new point of view 
Japan: During experimentation 
with a demo version of BioHazard 
Code: Veronica, an unusual new 
wewpoint came to Іші. Yes, 

№5 now possible to blow away 
undead freaks from an altogether 
more satefying firstperson 
perspective. Look out for this 
cynically cnbbed element as à 


bonus rnode in the final release. 





Last year's event (left) featured 
several categories, the winner 
of each going on to compete 
in all disciplines in order to 
crown the overall champion 


I" 





(out there) REPORTAGE 





Pocket begins to bulge 


Japan: |! someone told you 12 months ago as its latest wave of software attests. Apart from 


| = = з Ыз اا‎ еее m ВЕ пећ || сы „ЕН за = صا‎ = fi лоч m Күш 
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: Left to right (by column): Metal 
take proven formulae and squeeze them down specialist Quest has produced a Pocket conversion Slug 2, Cool Boarders Pocket, 
into portable torn, you may well have laughed. of Ogre Botte, with UEP Systems Cool Boorders Last Blade, Ogre Battle 

But SNK's Neo-Geo Pocket Color is doing just that and ESF s Evolution also making the journey. Densetsu, and Evolution 





Handheld gaming enters new dimension 


UK: Nintendo fans awaiting the Game Boy Advance 










in the hope that handheld gaming 15 about to enter 
а new dimension need not anticipate any longer, 
because Tyrannasaur Tex proves shows just what 
the Game Boy Color is capable of when it's tickled in 


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|| елт paces Тез £5 Deen а One WW HEE СОП ІЛЕ, 


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|, Using similar techniques to those that made Sega's Mega Drive handle firstperson 3D, Tyrannosaurus Тех gives the Game Boy Color FPS action 


Quakers show their oats 


US: Like every other honest gamer, Edge staffers enjoy її 


= 

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esty iz «ез actually have а! 1 16 


was with a sense of foreboding that Edge checked out the ‘Get Naked 







Yes, gentlemen, now put them away. For 
the full story, visit www.planetquake.com/ 
features/articles/naked_a-shtml 


Press F13 to start 


UK: Horrordoving PC/Mac owners who like to tinker with their desktop 
configurations will no doubt shnek in delight а5 they explore the vanous 
ophons available in F7 


a Stephen KingJicensed release топ Blue 


(all of which deliver а mult branching episodical story), test their 
i 


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For Quake competition оп Ріапеїциаке. Just like Groucho Marx • 


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= = Na T 

А Ж TERCER үш : 
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effects to accompany their computer's actions, or play one of 


three mini-games. And i that sr t enough, f 


1 

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Watch а story unfold 
in one of the six 
screensavers offered 
(above) or opt to 
squash dangerous 
skeletons of death 


Gran TuNismo 

Since launching the latest version 
of the Skyline GT-R (the stupidly 
Swit R34 model of which is 


rm Im \ TI 1 
shown below), Nissan UK report: 


that it has been astounded by th 

number of people re о uU 
" Ы эм la ч 

ғ ТТЕ T zu 
que a ерес T т үт” 
mpundeg if ЕТ АЦО 


shows by individuals regaling them 


with tales of their GT-R related 


с ју = 
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ВП ЗАЛЕ ae RI m T 
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Going for a 








(out there) ВЕРОБТАСЕ 


US: Considenng Nintendo's little portable has an audience of 160m ears, it was 


only a matter of tme before someone woke up to the potential of introducing 


MP3 into the Game Boy mix. Step up the SongBoy, Recently announced at the 


CES in Chicago, the accessory plugs into the units cartridge slot, allowing the 


handheld to operate as ап MP3 player, similar to Diamond's Rio. 


But because the SongBoy uses the secure MP3 standard МРЕ, you will only 


be able to download music from its dedicated Web site. And while the first 
10,000 downloads of a track will be free, a nominal fee will be charged for 
further downloads. Advertising will scroll across the Game Boy's screen when 


the player is in use, The screen does allow rics and relevant artwork to be 
downloaded, however. Priced at $99 (£62), the standard version of the SongBoy 


has 16Mb of memory, enough for around 16 minutes af music. А 32Mb 


expansion pack will also be available. Both сап be ordered at www. SongBoy.com. 


UK: Another month, another 
bundle of game-related figurines 
turn up on Edge's doorstep. In 
this instance, however, the 
merchandise in question isn't the 
kind of third-rate tat gamers are 
accustomed to, with Sonic, Tails 
and Knuckles lovingly recreated in 
dinky plastic form. Each character 


even comes replete with his own 


gold ning. (Edge hasn't worked out 


what to do with that yet, though.) 














The MP3 revolution rides the back 
of the most successful console 
ever. Would Nintendo approve? 


= fp нек ређи عا‎ 
v pte E n 





Shouting retro, retro, retro 


UK: To the layman it may seem 
like lunacy, but tne number of 
people who cherish old computer 
game soundtracks as if they were 
Godly heirlooms stands in the 
thousands. And, as with many 
groups of hardcore devotees, their 
passionis are indulged by like- 
minded individuals who're keen to 
make а few quid while celebrating 
the unusual pastime themselves, 
Back In Time || 15 the latest 
praduct to pander to these whims. 
Running at nearly 74 minutes 
in length, the compilation brings 
together 15 of the Commodore 
64's most beloved slices of game 
music including the legendary 
theme fram Ocean's Rambo (as 
one half of “Galway Is God 2000") 
and a remix of Rob Hubbard's 
arranged version of the Sanxion 
loading theme, "Thalamusik, 
which onginally appeared on 





‘Back In Time ІІ can be purchased at www.ce4audio.com 


a covermounted cassette with Zzap! 64 magazine. 

Like most compilations, the inclusions are a mixed bag. 
it's difficult, for instance, not to appreciate the haunting tones 
of ‘Forbidden Forest and the meandering wibbles af the 
dancey "ма! 2000; but ‘Roland's Rat Race’ and 'Rydeen' 
will test the patience of a saint. Promusingly, the next 
instalment is set to be a more Rob Hubbard-centnc affair. 





















Stream 





by Sega each day: 12,500 
Number of Dreamcasts Sega aims 
to produce daily by June: 35,000 
Amount of money Sega loses per 
Dreamcast in Japan: Ұ2,000 (£11) 


Number of copies of Sherimue 
Chapter 1 sold in the first week 
of release: 260,000 | 





1999) sold in Japan: 290,000 

UK Saturn installed base 214,460 
UK Dreamcast installed Базе: 
Opposing Force mission pack at 
£35'that Haves кірестгі a: 
combined pack of HalfLife, Team 


Fortress Classic and Opposing 


Force at £40: nine weeks 
Storm's revenues from 1998 to 
|999: 400 per cent 











г тан 


beriak = ае رت‎ ----. ee 


МУ йу. 


(out there) MEDIA 


Eels 

Daisies Of The Galaxy 
Dreamworks 

Considenng the Eels’ frontman, 
Е, has dealt with the death of 
his mother and the suiade ої 
his sister, the fact that the most 
touching song on their new 
album is ‘It's a Motherfucker’ 
should be no great surprise 

(a beautiful and sparse track, tt 
seems to mark the nadir of his 
grief). Much of the album ts 
touched by melancholy, but it 
remains the saddest happy 
record you'll hear all year. 


Yo La Tengo 

And Nothing Turns Itself 
Inside Out 

Matador 

The best-kept secret of Amencan 
rock, Нобокеп 5 Yo La Tengo are 
now on their tenth album, with 
as little chance of world fame 

as their less-than-slick name 
suggests. Far from being obscure 
for its own sake, they push their 
creativity with a fierceness 
matched only by Sonic Youth. 
This album is one of Yo La 
Тепро 5 quietest Hardcore fans 
will lap it up. Interested newbies 
would do better to:start with one 
of their mid- 905 releases. 


Kid Koala 

Carpal Tunnel Syndrome 
Ninja Tune 

Pushing the power of mixed 
media, Kid Краја $ album comes 
with a comic booklet and a 
crude ОЈ version of Asteroids. 
The music's also a bit of mixture 
- lazy rhythms rub shoulders 
with speeded-up vocals and 

odd scratches, while the finale 
features manic banjo playing, 
Reminiscent of early Death in 
Vegas, it's certainly not breaking 
any new ground, but while it lasts 
its occasionally likeable stuff. 











t 
ш 


sher: Victor Gollancz 


BN:O 575 06891 4 


5 


Author: John Barnes 


Publi 


Author: Alastair Reynolds 
Publisher: Vietor Gollancz 
ISBN: © 575 06876 0 


|МТЕКМЕТ 


Site: Penny Arcade 

URL: WWW.penny-arcade.com 
Videogaming and humour are neither natural 
nor happy bedfellows, and yet а quick scan of 
the Net reveals a dedicated bunch of individuals 
committed to wringing grins out of the раз те 
whatever the consequences. The most 
successful of an admittedly limited selection has 
to be Penny Arcade, a site put together by two 
Amencan gametreaks with dearly too much time 
on ther hands (three strips appear per week, for 


heaven's sake), Best catch it on а good day, 





FINITY 

As long as there has been recorded history, the school 
at ‘what if altematives has followed a few paces in its 
wake. It's one of the easiest plat devices available to 
the uninspired writer: a cheap twist of fact and voila — 

a whole novel 5 npe for the plundering. And, as proved 
by Robert Нате ‘Fatherland,’ a few Nazis seem to 
guarantee bestseller status. 

The latest book from the normally thoughtful John 
Barnes at first appears to have fallen prey to this curse. 
Set in 2061, in a world shaped by the Nazi's victory in 
the Great Reich War of the1950s and the dropping of 
atomic bombs on the LISA, the future is the usual mix 
of authoritanan control and intelligent machines. It's only 
when obscure research scientist Lyle Penpart swaps а 
dead-end job Тог a mysterious post at the giant Con Tech 
corporation that things start to happen. 

His girlfriend sees him in places he physically knows 
he couldn't have been. Then she saves his life from an 
assassin with combat skills she can't remember leaming. 
Additional research shows this fragmenting reality is 
related to no one having had recent contact with anyone 
ling in America. At this point, Bames remembers he's 
writing science fiction. Released from the shackles of 
tediously working through the histoncal alternative, the 
writing picks up pace. Mixing parallel universe conjectures 
with the race to discover whatever happened to Amenica, 
Finity comes alive and finally finds its own voice. 


REVELATION SPACE 

The cover on this debut novel is underscored by praise 
from the best British sci-fi writer working at the moment, 
Stephen Baxter. There are striking parallels. Like Baxter, 
Reynolds is a trained saentist He works at the European 
Space Agency as an astrophysicist, Even more important 
than the veracity both men bring to their work is their 
scope of imagination. Baxter's last book, ‘Time,’ was а 
fascinating investigation of the scale and depth of the 
universe. And the foundation of "Revelation Space’ is 
similar, if contained within a more accessible approach, 

Starting in much the same way as Arthur C Clarke's 
2001, the book begins as archaeologist Dan Sylveste 15 
about to make a major discovery which will have major 
implications on the ћштап race. Before һе can complete 
his find, а civil war breaks out and he is captured. An alien 
warship, equipped with a powerful quantum weapon 
called the Cache, is also after Sylveste. Its captain has been 
infected with a killer virus that is slowly driving him 10 
psychosis. Only Syiveste can save his mind. 

Behind this action-packed scenario are the more 
serious thoughts of the scientist — why is the universe so 
empty? To Reynolds’ credit, he manages to keep both 
aspects of the book in balance. Stimng stuff. 





ШИЕЛИ 
|| ik 
"ШІН 


EDGE 123 


VIEWPOINT 


EXPRESS YOURSELF IN EDGE — WRITE TO: LETTERS, EDGE, 30 MONMOUTH STREET, BATH ВАТ 2BW (email: edge@futurenet.co.uk) 








IW was interested to read Edge's 
| 4! comments (Prescreen, E79) 
about how Nintendo and Sega used 
to reward gamers with secrets and 
bonuses for playing a bit harder. 
Nintendo still produces games in 
this way on the Game Boy Color. 
The graphics are simpler, but a GBC 
with Tetris DX, Mario Deluxe, Zelda 
DX, R-Type, Conker, Pokémon, Game 
& Watch Gallery 2 and Mario 
Golf will keep the fussiest casual 
or hardcore gamer happy for 
months. Even years. 
Not everyone can be bothered 
with learning a complicated 
control system and walking around 
aimlessly for more than two 
minutes. Perhaps developers 
should consider making their 
next game simple and linear 
rather than another epic. 
Andy Scheuber, 
Stevenage 


»u would like to question each 





and every gamer reading this 
magazine. Do you still like games as 
much as you used to? Bar a few 
really outstanding titles recently, 
such as Zelda and Half-Life, | find 
myself less motivated to switch on 
the PC/console and play. 

The vibes that come from most 
new games now are of a stale, 
genre-worn nature. I'm not sure that 
the user is going to hold out for 
much longer. Dreamcast owners 
(including myself) cannot honestly 
say that the machine has brought 
innovation with its 128bit visuals 
(Shenmue excused for now). The 
promise of ‘emotion engine’ 
technology in PlayStation2 sounds 
like Sony realises this only too well. 

Let's hope that it works, ог | for 
one will have to find another 


interest. | urge readers to inspire 


124 EDGE 


me with a reason for optimism. 
The only game | still actually enjoy 
playing is Tekken 3. It might sound 
daft but | now enjoy playing 
Pokémon with my younger siblings 
more than gaming. 

Simon Nicolaou, 


via email 


‚ s the whole videogaming 






ЛЕЗ 
ТІ! | 


ІШІ 





| world just waiting for the next 


п Га L^ Teal 


generation age to arrive? | have 
been into videogames since the 
Bbit days. Each new machine and 
the arrival of a new console or 
computer has been an earth- 


shattering event. 


they aren't blowing me away. | 
remember the smile on my face 
the first time | turned on Super 
Mario 64, or Tomb Raider and the 
earth moved, but even with titles 
like Soul Calibur | can't help 
thinking Tekken 3 does it better on 
my 32bit hardware. | can only hope 
that Dolphin/PS2 returns things to 
how they should be. 

And you can tell that Dreamcast 


We knew you'd be pleas: 


stems controversial Pro-DG de 


hat Edge is a sexist publication? 





was never going to set the world 
alight because of one simple rule: 
a new console needs to blow PC 
games of the time out of the water. 
Sony's debut machine did this, as 
did the first Amigas. Dreamcast 


‘Inspire me with a reason for optimism. 
The only game | still enjoy is Tekken 3. It might 
sound daft but I enjoy Pokémon with 

my younger siblings more than gaming’ 


| walk into Game at the moment 
and there is no buzz. | find it hard to 
get excited about PlayStation or N64 
games any more. Even the best 


Dreamcast games are nice, but 


doesn't seem to be able to do 
anything that a well-programmed 
РЇП can manage. 
David Walker, 
via email 


| f Australian Dreamcast owners 
ІШІ сап take any consolation, 
it's that they are not the only 
owners of a system with its trump 
card (online connectivity) not fully 
sorted. Holland's army of gamers 
who bought into Sega's dream 
were met with a suspicious 
coupon rattling around inside the 
blue box, which made it clear that 
the console's online facilities 
would not be functional until 
well into 2000. 

Prospective DC Internet users 
must now stop by their nearest 
retailer in March and hand over 
the coupon in exchange for their 
Dream Passport GD-ROM – an 
item which should have been 
available in the box. 

Perhaps Sony's decision to 
release the PlayStation2 without 
such things as standard isn't going 
to be the huge deficiency many 
people make it out to be. 

Dan De Matteis, 
via email 


| t has been hard to ignore the 
ІШ constant bickering between 
so-called casual and hardcore 
gamers. | am grateful that casual 
gamers have made the industry as 
big as it is today, 

My message to hardcore gamers 
is stop moaning that the chart is 
dominated by Tomorrow Never Dies 
and FIFA, happy in the knowledge 
that you have bought neither, and 
have spent your cash on unlicensed 
gems such as Medal of Honor. 

Games charts are becoming 
increasingly similar to the music 
charts. The best songs and games 
often don't get to number one. Are 
Westlife really better than John 
Lennon? Music inspires young girls 
to buy countless boy band singles, 


Е eee 


while games have teenage boys 
buying every FIFA title. 

It is a shame that good games 
don't always get the sales 
recognition that they deserve, but 
that's life. Rise above the hype. 

Do what you supposedly love: 
play good games. 
Lee Hawley, 
via email 


ith reference to SN's advert on 
w p36 of ЕВО), | think you should 
cut down on the sexist advertising. 
Paul Tapper, 
email 
Edge isn't sexist. Just to prove it, 
let's balance things up by printing 
SN's other ad (left). Happy now? 


t the bottom of 'Videogaming: 
The Odyssey' (EBO) was the 
second system | ever bought – the 
NES. (The first was the great 
Colecovision, with games such as 
In the Hall of the Mountain King.) 
When the first NES came out in 
the States, the machine was 
accompanied by R.O.B. (the robotic 
2nd player that never seemed to 
work but looked cool) and later, 
the Zapper. Of course, the Zapper 





wasn't revolutionary, which is why 
you didn't feature it. But the robot 
should have been included. Most 
people would have got a kick out 
of seeing that old plastic box. 
| would still love to know what 
R.O.B. stands for, and whether 
Europe or the UK got it. 

Shannon Clouston, 

via email 

R.O.B. stands for Robotic Operating 
Buddy. And yes, it did make it to the 
UK. Where it died on its backside. 


H aving played the wonderful 
GT for many hours in its 


Japanese guise, | waited with 
anticipation for the release of 072. 
Finally, in January, the postman 
delivered an American copy. We 
booted it up and gasped at the 
great new intro and theme tune 
and arrived at the slick menu 
screens. But as the camera jerkily 
panned across the starting grid 
and the awful sound banged out 
we wondered what had gone so 
horribly wrong. 

The crisp update of the original 
had been replaced by tediously 
slow framerate and blocky graphics. 

The sensation of speed has 
disappeared, unless playing the 
time trial option. The best part of 




















he ts the source of all evil. 
Alan P Thorpe, 


via email 






WT was surprised to read the 

alll letter in ЕВО stating that PC 
gamers must be ‘slightly ignorant or 
very dedicated’. This in an issue 
where a PC game was the cover 
story! I've owned almost every 
console that's been out since 
the Atari 2600, barring the Neo- 
Geo, and that includes handhelds 
and imports. | find myself 
somewhat disinterested in the 
next generation of consoles as 
immediate must-haves. 

I'm a computer animator. For 


‘My friend was forced to be ем! as | was 
forced to be good. So we swapped Issues. | bet 
many readers ended up displaying 
the alignment that they deserved’ 


GT was the close racing against the 
computer-controlled cars and the 
feeling of driving down a straight at 
150mph. All is not lost, though – the 
buy-your-own-wheels shop is cool. 

Benjamin Burton, 

via email 

Yes, G72 is a disappointment. And 
the moon is made of cheese. 


lever that ‘choice of cover 

44 thing — choose your allegiance 
at the newsagent. Only one small 
problem. Subscribers. My friend was 
forced to be evil and І was forced to 
be good. So we swapped issues. 

| am confident that other 
readers ended up, one way or the 
other, displaying the alignment 
they deserve. Oh, and | hope to 
Gad that Seth B from Viewpoint 
a few months ago received an 
evil cover, for | know him and 


me, consoles are a great way to fill 
those test render gaps between 
work periods. | get instant 
satisfaction gaming with them, but 
my PC gets the quality after-hours 
time. | have been playing 
multiplayer games for years, on the 
Internet and over LANs. Frankly | 
can't see how a system that still 
relies on a NTSC/PAL screen is ever 
going to beat my hi-res monitor. 
Even an HDTV monitor will not let 
you play at 1280x1024, which for 
strategy games makes a huge 
difference. Nor is a static box ever 
going to compete with my 
constantly evolving one. 

Sure, a kitted-out PC is an 
expensive habit, but so is a Jag. 

As for Japanese game designers, 
І have a huge amount of admiration 
for Mr Miyamoto, but Molyneux, 
Carmack, Meier, Roberts, (the 























admittedly recently fallen) Lord 
British and the rest of the gangs at 
Rare, EA, Bullfrog, id and many 
other non-Japanese companies 
certainly deserve credit. Anyone 
who can afford to play оп a 
computer and doesn't is the one 
who's really missing out. 

Chris Subagio, 

via email 


| hen AOL and Time Warner 
ай merged, there was a great 





outcry of voices singing the 
multimedia signature tune. Every 
day, reports on the news draw 
closer to the world of videogames, 
which seemed protected from the 
outside world not so long ago. 
Something | thought was mine and 
shared only with a few is now 
heading for mass market. 
| can see the PlayStation2 
being in the headlines soon, like 
Final Fantasy VII was two years ago. 
| can see the broadsheets featuring 
videogames in their art sections 
alongside films and music within 
a few years. Lara Croft is talked 
about like a film star, the PlayStation 
comes up in business meetings, 
and Richard and Judy casually drop 
Mario into daytime television. 
| am torn between the 
excitement of future creations and 
a strange longing for the past when 
videogames weren't something 
that were dissected and analysed 
in the mainstream media. | wonder 
if anyone else feels the same? 
Nathan Baseley, 
via email 
But how can anyone not see the 
value in ‘Frag Your Neighbour 
With Richard And Judy’? 


Н ave | missed something? | like 
| to think that I'm reasonably 

















EDGE 125 № 


well informed about the world 
of videogames and computer 
entertainment in general, but I'm 
starting to think that | must have 
missed a major news story. 

Virtually every letter | read in 
Edge seems to be treating the 
PlayStation2 (and Sony in general) 
as if itis the root of all evil or 
something. Huh? Did Sony commit 
some major crime while | wasn't 
looking? Even Edge seems to have 
some sort of problem with this 
machine, presenting its prediction of 
Sony's success like an unavoidable 
but inevitable disaster. One format 
dominating the whole videogames 
industry would not be a good thing, 
but this doesn't mean that a format 
that is in danger of doing so should 
be treated in such an unfair manner. 

| have owned virtually every 
major console since the Sega 
Master System and | also have a 
PC. Out of all these formats, | think 
the PlayStation is the one | look on 
with the most fondness. My N64 
has some excellent games, but little 
overall software. My PC hasn't yet 
run a single game that I didn't 
need to chase down a patch for, 
and | still haven't forgiven Sega for 
all that money | spent on a Mega 
CD! So why pick on Sony, the 
company which has more than 
delivered on its promises? 

Are videogame enthusiasts 
jealous that their activity is being 
brought to a much wider audience? 

Stephen Wasling, 


via email 


ith the PS2 poised to become 
wW videogaming's hardware 
standard, | was interested to 
observe that not one of the titles 
in your ‘100 Best Games’ list was 
developed by Sony, and that only 














4 126 EDGE 


one of them was published by SCE. 
I don't think anyone could make 
a reasonable case for the inclusion 
of any piece of Sony software. Sony 
has been in the business for getting 
on six years — and what has it 
contributed to developing original 
games? Not a great deal. It has 
established a peerless platform for 


their fingers in that particular pie? 

І know that there are considerable 

royalties to be made from thirdparty 

licensing, but does that really 

outweigh the risk and cost 

of designing, developing and 

marketing a new piece of hardware? 
Sony is moving into new 


territory with the Р52, and is far 


ти 





David Steer thinks it's time for Sony's rivals day and watch PS2 dominate 


others to innovate on, but when 
was the last time you heard Philips 
congratulated on the content of an 
album recorded on its CD system? 
Software is what matters. Sega and 
Nintendo have been the Beatles 


better structured to deal with it 
than its rivals. Maybe it is time for 
Sega and the big N to drop out 

of this particular competition. Sega 
has already indicated that it could 
take a software-only path in the 


‘Why pick on Sony, WHICH паз more than 
delivered on its promises? Are videogame 
enthusiasts jealous their favoured activity 
is being brought toa wider audience?’ 


and the Stones of gaming. 

Edge has stated in the past that 
there is little money to be made 
from hardware. That it is merely a 
platform for the more profitable 
software division. So why are Sega 


and Nintendo so keen to keep 








future. Maybe it's time for 
Nintendo to follow suit. Both 
could concentrate on the areas 
they excel in and watch the 
royalties roll in. 
David Steer, 
London 


М ideogames as art? Listening 
to a record | hadn't played 


for 10 years | thought how different 
it sounded, with more depth and 
more structure, and then | 
wondered how many games can 
you go back to and discover new 
experiences or moods within the 
existing structure in the way you 
find with both music and art? It's 
not the game that's changed but the 
player. Only a very small number of 
the top 100 games you presented 
have the ability to offer such an 
experience, but | don't think they 
were designed to anyway, due to 
the nature of the technology 
available at the time. However, 

| see this changing with the 
introduction of 128bit hardware 
and better Al routines. 

With the ever-increasing turnover 
of titles across all platforms | 
wonder how can we, the players, 
maintain the pace of being at the 
cutting edge? Personally, | will not 
be rushing to purchase the next- 
generation consoles while | still 
have a large number of half-finished 
or barely played titles across the 
32/64bit platforms and PC. What 
will | be missing? Apart from the 
improved graphical presentation 
of games | don't think there will be 
many groundbreaking ideas, just 
more of the same genres. | intend 
to give my existing games the 
respect they deserve by not 
discarding them prematurely 
(especially those on the N64), 
and look forward to the next 'next- 
generation' releases to be thrilled 
by videogames once again. 

Robert Oldfield, 
via email 
So you're going to forsake Dolphin 
in favour of the N64. Right. Okay. 


Nurse! 





would like to praise your 
"100 Best Games’ (E80). 
When gaming history started in the 
late "705 we didn't know any better 
than Pong or Space Invaders. A 
game's age does not necessarily 
mean it is great. Pong in its time 
was great. Now we find it boring. 
Some of these games were 
influential, but not always fun. 
We may be about to see a next- 
generation machine, but who 
knows where we are in the 
evolution of games? Today's games 
may be dull compared with what 
we will play in 15 years' time. 
Would the first talking film be in 
a 100 Best Films list? No. What 
makes a good game is its gameplay. 
You might argue that Tetris is 
boring and similar to Pong, but one 
is addictive and the other is not — 
because Tetris has good gameplay. 
| would never place Super Mario 
Kart where Edge does, but | am 
pleased to see you rate Final 
Fantasy Tactics that highly. 
Mark Philpott, 
via email 


| am glad to see Defender and 
| Tetris іп Едре 5 '100 Best 
Games’ – but horrified to find the 
top three spots taken up Бу №64 
games. GoldenEye is enjoyable, but 
do you really think it betters Half- 
Life? И must be hard to name the 
greatest, but Zelda is no patch on 
Final Fantasy VII. What happened to 
the great classics — Attic Attack and 
Jet Set Willy on the spectrum? If the 
chart is based on playability, not 
many games have been played 
more than these two classics. 

One of your crew states his 
greatest game is Elite on the Amiga. 
How dare he take that from the 
BBC Micro Model B! That will always 


be known as the BBC Micro's 
greatest contribution to computer 
games. And, unlike the failed PC 
version, it has optional missions and 
gives you more freedom. 

Josh Gardner, 


via email 


"ww great game is something a 
лы] lot of people can play and 
feel a sense of achievement and 
enjoyment from. Tetris and Street 
Fighter ЇЇ rate favourably in this 
definition. The most important 


factor is accessibility. Tetris is 


‘Edge has laid out its hardcore stall – 


where development and technical scope outweigh 
simple gameplay. The high inclusion of 


Tetris and SFil merely indulges that game style’ 


Sorry, Beeb fans. That was a 


disgraceful oversight. 


wa our Nintendo-kissing "100 
М Best Games’ describes Exile 
as great, but says it was written 
for the Amiga - wrong! It was a 
BBC Model B game, later 


simplicity itself, Street Fighter ТІ, 
though taking time to gain 
competence, gives everyone a 
favourite character. Even a novice 
could beat a pro unfamiliar with his 
or her technique, There is no 
doubting the genius of Zelda: 
Ocarina of Time, but it does 





Daniel Hargreaves believes Edge's inclusion of Street Fighter II was a token gesture 


converted to the C64 and Amiga. 
Robin Jubber, 
via email 
Of course it appeared on the BBC 
first. That's no secret. But the list 
was based on the definitive 


version in each case. 


not encourage participation on а 
communal level, And for all its 
immersiveness, it remains a 
оперіаует experience and demands 
enormous perseverance. 

Edge has laid out out its 


hardcore stall – where development 


and technical scope outweigh 
simple gameplay. The high inclusion 
of Tetris and SFI! merely indulges 
the type of gaming these titles 
represent – like an Etonian 
attending a Millwall football match 
as a bit of cultural tourism. Its 
admiration really lies with 
intellectual genius, such as 
Miyamoto, who produces superb 
yet elitist experiences for those with 
sufficient patience and pedigree. 
Daniel Hargreaves, 
via email 
You're quite welcome to visit the 
Edge office and indulge in a spot 
of Tetris and Street Fighter 11 
against the team. Then we'll see 


who's the 'cultural tourist. 


= he '100 Best Games’ was а 





И.М fantastic read, but | was in 
shock that no Championship 
Manager games made it in. | know 
many people like to think of it as 
simply a well-dressed spreadsheet, 
but it is the only series of games 
that has kept me hooked at times 
when | should have been asleep. 
Also, why did Elite only come in 
at 63? Looking at what is below it, 
(The Need For Speed) you can see 
how misplaced this absolute classic 
is. The latter is an accomplished 
title but | am sure Electronic Arts 
would admit that Elite has had 
more influence on its almost 
undefined genre than the 300 
game has on the racing genre. | 
was pleased to see Death Tanks in 
there, though. That is possibly one 
of the best multiplayer experiences. 
Mat Thomas, 
via email 
Football management games? Just 
feel fortunate that Едре 5 editor's 
vote for Brian Clough's Football 


Fortunes was shouted down. 





T hank you for not including the 

Jl two most hyped computer 

games of all time, Myst and Riven, 

in the ‘100 Best Games. My favourite 

mag is written by sensible people. 
James A Jack, 


Amsterdam 


yey ools! No mention anywhere 
F in your “100 Best Games’ of 
SquareSoft's finest game, Chrono 
Trigger. This game (I'm talking 
about the SNES original) 
singlehandedly whoops the ass of 
the entire Final Fantasy series. Half- 
Life took me five days, two stuck on 
the same level due to a bug. | spent 
three months on Chrono Trigger. 
Directhex, 
via email 


It's arse, not ass. 


Y our '100 Best Games' 
|) Г 


‘em ир genre. Three outstanding 


overlooks the scrolling beat 


exponents spring to mind – Final 
Fight, Double Dragon, and Streets 
of Rage 2. Each one features perfect 
controls, balanced gameplay and an 
equally brilliant one or twoplayer 
mode. The punches and kicks are 
totally convincing, 

Playing the sequels to the latter 
two (playing Streets of Rage 3 has 
possibly been my biggest gaming 
anticlimax to date) or more recent 
examples of the genre only 
emphasise how good these games 
are. There are few gaming 
experiences to match completing 
Streets of Rage 2 on the hardest 
setting with Мах — its relentless 
bodycount is probably only 
surpassed by Doom. Was this genre 
or these games considered? 

Andrew Haigh, 
via email 


Absolutely. But when push came to 


128 EDGE 


shove, nostalgia was not allowed to 


rule over anything else. 


ЕЗ ome glaring omissions in your 
BSA 100 Best Games’: /К+, UN 
Squadron, Revenge of Shinobi – 
some of the most beautiful and 
balanced games created. Forgotten 


gems: Batman Returns, Hellfire, 


gw '100 Best Games’ should have 
A a Jordan Mechner design in it. 
Karateka aside, if Tomb Raider 
makes the cut, then Prince of 
Persia must. The real omission 

is his beautiful alternative to 3D 
polys, The Last Express. It has 

failed commercially because 


Mechner has grown up and the 





Helal Miah can't fathom how Dungeon Master failed to 


Super Ghouls & Ghosts, Batman 
The Movie, Actraiser. 

The most fun genres overlooked: 
the scrolling beat 'em up (Final 
Fight, Golden Axe, Streets of Rage 
II), the overhead shooter (Mercs, 


customer base hasn't. 
David Lockwood, 
Leamington Spa 


L еї'5 face И, everybody loves 
reading a ‘100 Best Games’, 


"Let's face it, everybody loves reading 
a '100 Best Games' but nobody agrees With them – 
a wise man once said, "opinions 


are like arseholes – everybody's got one 


Dogs of War). Most overrated genre: 
boring old twitch games - Asteroids, 
Robotron, Bubble Bobble, Super 
Pang. Fun for five minutes. Tempest, 
Galaga and Defender last longer. 
Marcus Koivula, 


Finland 





F 


but nobody agrees with them — 

a wise man once said, "Opinions 
are like arseholes — everybody's got 
one.” I'd agree with nearly 
everything in the chart. As an old 
C64 owner it was a pleasure to 


see Paradroid — even my old man 


used to spend hours on this while 
| was busy doing homework. Did 
Carrier Command (Amiga/ST) 
come into consideration at all? 
MR, 

via email 
Yes — like so many games, it was 
hovering just outside the 100. 
Maybe Edge's list should extend to 
200 next time. Actually, maybe not. 


y main gripe is the exclusion 

of the 16bit-era Dungeon 
Master (on the Amiga and ST) in 
your "100 Best Games. І have yet to 
see a spell-casting system as 
innovative. Its puzzles, the huge red 
dragon, and being able to control 
the difficulty by taking on one 
character instead of the usual four 
are all absorbing. How could you 
forget the shrieking mummies? 

In three years, there has not been 
an issue of Edge ! have not enjoyed. 
You are the Dungeon Master of 
computer gaming magazines. 

Helal Miah, 


via email 


amy here was Mortal Kombat in 
Ww your list? | admit, it was hardly 
a masterpiece, and | can think of 
other defining moments in 
videogaming history, but | can't 
think of one piece of software more 
important given the ever-enduring 
violence in videogames' debate. It 
virtually set it all ablaze. Oh, and the 
revolutionary digitised sprites did 
realistically recreate a gore-hungry, 
nine-foot tall, four-armed орге to 
near perfection. 
Realism in computer games? 
| can't think of a better example 
than Mortal Kombat. 
Andrew Somerville, 
via email 


Please say this is a joke. Please 


ISSUE 83 ON SALE MARCH 20 OVERTHEEDGE 





1 

It’s what the world has been waiting for. But has all the hype been | 
worth it? Or are Sony's promises of emotional complexity and 
previously unexplored gaming experiences ultimately empty? у 


Find out next month, when Edge presents а 24-page Gedicated 
PlayStation2 software supplement, giving hands-on reports of 20 


of the first wave of next-generation videogames direct from Tokyo. 


130 EDGE 





4 





МАКСН 2000 E3.50 


"ELIT